Week Ending June 28, 1997

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From: Opal@october.com (Opal) 
Date: 22 Jun 97 02:59:00 GMT 
Subject: The Harlequin Challenge 
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 h >  
 h > My solution, was to build Harlequin as the "main character" with a  
 h > Multiform.  The Multiform was Comedian, and he had the power of  
 h > Duplication with the limitation, 1 Body, Always On.  The balance of  
 h > points between the three forms was absolute hell.  Thespian was built  
 h > a certain amount of points, Comedian the same amount, plus duplication  
 h > (strong enough to create the Thespian Body) and the Harliquin had to  
 h > have Multiform powerful enough for the Comedian's total points.  
 h > (Whew!!!!)  
 h >  
 h > Does anyone out there have a simpler way of creating one individual,  
 h > that splits into two unique beings, less powerful than the first?  
  
Usually when you have a duplicating character like this - with two  
duplicates that are less powerful than the combined character,  
you build the full power character with some of his powers bought  
'not when duplicated' (-1/2?) and duplication.  
  
If the two weaker characters are substantially different from the  
combined form (or you just don't want one of the duplicates  
staggering under the wieght of more disadvantages) you could buy  
The 'combined' form as the 'primary' character, who would take  
Duplication to produce one of the lesser characters, and a (probably  
linked) Multiform to change into the other.   This way, the two  
Duplicates can be built on equal total points and Disadvantages,  
and only the primary form need bear the cost of the Duplication  
and Multiform.  
___  
 * OFFLINE 1.58  
 
Date: Sun, 22 Jun 1997 14:33:43 +1000 
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From: HAPPYELF!!! <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Babylon 5 probabilities 
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To: champ-l@omg.org 
 
At 06:31 PM 6/21/97 -0400, you wrote: 
 
 (blah) 
>     TBP has found a way to use only two regular six-sided dice and generate 
>many bell-curve distributions.  This game assigns a Difficulty rating to 
>tasks a character might have to perform.  Difficulty labels are rather 
>arbitrary, such as Basic, Average, Tricky, or Difficult, and each is assigned 
>a target number.  The player must add the values of a character's appropriate 
>Attribute, a relevant Skill, a +2 bonus for a Specialty, and a Random 
>Modifier. 
(blah) 
 
they didn't find anything. Daeldalus used the same system in it's Nexus game-  
incidentally the only other good multigenre i've found. 
 
All in all, this is what i object to. No one on the list persisted with the  
"50%-50%" thingie fer long. A few people just said the game sucked.  
Please, can we stay away from purposless stuff like this? Nobody cares about the  
brilliant nuances of non-linear probability!! It all just makes it harder  
for the GM to improvise with numbers. Yes, i say this afteer reading the whole thing, so please don't repost it. 
 
Date: Sun, 22 Jun 1997 14:37:15 +1000 
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From: HAPPYELF!!! <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Super Kids 
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To: champ-l@omg.org 
 
At 03:44 PM 6/21/97 -0400, you wrote: 
>> > Simon Says - mind control with the limitation that he must do whatever 
>> > he commands other people to do. (and say "Simon says" of course!) 
>>  
>> Hopefully, he gives up his evil(?) ways before he reaches high  
>> school. Can you imagine a teenage boy with this power? "Go to the  
>> Clairmont Hotel, enter room 210, and have a wild night of  sex with  
>> the first person you see in the room." Could get ugly. 
>>  
>> Filksinger 
>>  
> 
>Yeah, especially when the girl reports him for rape, and police telepaths 
>confirm what happened.  Or when Simon finds out that "Rebecca Wayne"'s 
>dad Bruce ain't exactly even-tempered. 
> 
>-Eric 
> 
> 
 
 
i still like my slimebeast idea better. . . . 
 
Date: Sun, 22 Jun 1997 14:41:45 +1000 
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From: HAPPYELF!!! <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Related subject: 
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>> but that's not roleplaying!! that's character conception and skills!! who 
>> was roleplaying a dancer better? personality wise?? 
> 
>    That was debateable, but no matter what one character did, they allways 
>lost when they crossed over to the other's speciality.  The dancer and the 
>singer were just one example.  If the characters were playing the their characters the GM wanted them to, they could do no wrong.  It didn't matter 
>what they had down on their character sheet.  It was even worse with games 
>other than Champions, (like anything by RTG).  Where one particular player's 
>characters would have a 9 or 10 Cool, but go "eek!" at the drop of a hat.  The 
>characters weren't faking it either.  They were panicing because the player 
>thought it was cuite, and the GM liked it.  Characters with 20+ EGO, and 20+ 
>PRE would also do it in Hero.  Characters were running around the game with 
>all sorts of powers and skills, on top of the ones they payed points for 
>because it was part of the character concept, and it didn't matter. 
> 
> 
 
uh-huh? and this is bad why? roleplaying *below* their stat level is to be  
commended!  for instance, spidey can clearly lift more than 10 tons,  
and as for supes. . . .  
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 22 Jun 97 05:16:00 GMT 
Subject: ego power 
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 h > From: darkage@juno.com (Daemon Devillore)  
 h > To: champ-l@omg.org  
 h >  
 h > I'm thinking about an egotist with an visible ego attack that goes to  
 h > multiple targets(like in line?) in a single phase.  I'm having trouble  
 h > on keeping the power cheap enough for a well rounded 250pt hero.  
 h >  
 h > Thanx  
  
You're probably starting with the wrong power (Ego Attack).  Instead,  
buy an NND or AVLD Energy Blast, with the AE:Line Advantage.  That's  
a +2 advantage for the NND - 4d6 for 60 Apts.  If you must, you could  
take an EB with Based on Ego Combat Value instead.  Same cost as the  
NND, but will require a ECV roll against each victim, and goes against  
EGO defense.  Both are visible and take range mods, unlike an AE Ego  
Attack, but the cost is more reasonable.  Also, are you picturing a  
line coming from the character or an AE that he puts out at a distance?  
If the former, you can bring the cost down further with a 'no range'  
limitation.  
___  
 * OFFLINE 1.58 * I am not a Rules Lawyer...I'm a Rules Activist.  
 
Date: Sun, 22 Jun 1997 01:50:50 -0500 
From: Todd Hanson <badtodd@dacmail.net> 
Subject: Re: ego power 
Errors-To: owner-champ-l@omg.org 
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X-Hero: champ-l 
To: champ-l@omg.org 
 
Daemon Devillore wrote: 
>  
> I'm thinking about an egotist with an visible ego attack that goes to 
> multiple targets(like in line?) in a single phase.  I'm having trouble 
> on keeping the power cheap enough for a well rounded 250pt hero. 
 
 
Hmmm... 
 
4d6 Energy Blast, +1 Based on ECV, +1 Area Effect Line (or radius, or 
cone...) 
 
60 active points and a downright nasty power. 
 
Of course, if you want to get even UGLIER: 
 
3d6 Energy Blast, +1 Based on ECV, +1-1/2 Autofire vs Special Defenses, 
+1/2 half end. 
 
60 active points and usually doing 9-12 dice of NND damage to most 
people (assuming the egoist has a decent ECV and mental defense is 
fairly uncommon in the campaign) 
 
Good luck on getting a GM to approve the last one though  ;)  (or still 
having it after the first or second time you use it) 
 
 
Todd 
 
Date: Sun, 22 Jun 1997 00:51:54 PST 
Subject: ego power 
X-Juno-Line-Breaks: 2-7 
From: darkage@juno.com (Daemon Devillore) 
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I'm thinking about an egotist with an visible ego attack that goes to 
multiple targets(like in line?) in a single phase.  I'm having trouble 
on keeping the power cheap enough for a well rounded 250pt hero. 
 
 
 
Thanx 
 
From: mike.lehmann@mail.terminal.net (Mike Lehmann) 
Date: Sun, 22 Jun 1997 03:39:35 -0800 
Organization: Terminal BBS  (403)327-9731 
Subject: PBEM 
Errors-To: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
 -=> Quoting  to Mike Lehmann <=- 
 
 > I have been considering running a PBEM game, but I have never done so 
 > before. Does anyone know where I can find good information on running  
 > such a game, rather than web pages about a particular game? I am  
 > particularly interested in ideas about how to handle Hero's already  
 > slow combat system when it might be a week before someone tells me  
 > their move. Any ideas? 
 
I can offer what I use for my PBEM. Here's an explained Tactical Sheet, which is how my players inform me of their actions each phase or turn. 
 
------------------------------------------------------------------------ 
Champions Tactics Sheet                                     Battle # ___ 
Player: _________________________      Character: ______________________ 
Scenario: ______________________________________________________________ 
------------------------------------------------------------------------ 
Stance: 
Total Offense   Active Offense   Balance   Active Defense  Total Defense 
 
 - Only pick one, please. This will give me an idea of what types of  
   actions you may take, as well as power levels you'll be using. Please  
   do not take "Total Offense", then ask to be defending as your  
   objective. 
 
(IOW, how are your combat levels, if any, used, and what types of  
attacks are you likely to use: Haymakers over nerve strikes, for  
example). 
 
Primary Objective: 
 - Engaging/avoiding a specific opponent 
     - For example, blasting the big tank, or dousing the flaming guy. 
 - Taking/avoiding a specific action 
     - Hitting that switch with my Batarang (tm) or avoiding being  
       pushed into the spinning blades of evisceration... 
 - Ensuring/preventing a specific event 
     - Making sure the President gives his speech, or preventing Dr. Mad  
       Scientist from pulling the death ray "ON" lever... 
 - Using/opposing a specific skill 
     - Setting up a security program for the base or disarming a bomb  
       laid by Doctor Demolition... 
 - Only 1 of the above for Primary Objective 
 
Secondary Objective: 
 - Same rules as Primary 
 
General Objectives: 
 - Can be up to 3 other actions of minor importance. 
     - Like deal with flying dudes, or cover my buddies... general  
       actions (which could be as detailed as you want 'em to be). 
 
These priorities will give me an idea of what you'd plan on doing during  
the fight. You can be as detailed as you like, but there is a 5-action  
limit for most (1 primary, 1 secondary, 3 general)... 
 
Observing: 
 - You can observe many things, but your perception of each is reduced.  
   1-2 things of key importance should be sufficient. 
 - Watching out for "unseen" foes may cause some firing at shadowy  
   figures. 
 
Of course, if you're watching the shadows and someone springs out of  
them, you'll have a good shot at them... 
 
------------------------------------------------------------------------ 
 
It can get a little confusing using it the first few times, but once you  
get the hang of using it, it gives a lot of flexibility to the player  
and (especially) the GM, who usually writes up the results of combat  
actions... 
 
mike.lehmann@mail.terminal.net - - - - - Justice Krewe / Enigma Watch GM 
- - - - - -  http://www.dfw.net/~aronhead/justice_krewe.html - - - - - - 
 
... "Auto Repair Service. Try us once, you'll never go anywhere again." 
~~~ Blue Wave/386 v2.30 [NR] 
 
 
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Date: Sun, 22 Jun 1997 11:49:20 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
Subject: GURPS to Hero (long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
CONVERTING GURPS SUPERS TO HERO 
 
The following is a rough outline of how to convert your typical GURPS 
Supers character into Hero System character sheet.  Note that this is 
really a 'quick-and-dirty' guide to systems conversion, I am not all that 
familiar with GURPS mechanics to try anything more complex than the 
basics.  This is also not an attempt to breakdown GURPS posers into their 
HERO equivalents.  I highly recommend that anyone trying to convert from 
GURPS have (at least ) GURPS Supers available. 
 
PART I: Characteristics 
For converting from GURPS to Hero using the following chart (adapted from 
Fantasy Hero 2nd Edition). 
 
STR	see below 
DEX	(DX x 2) -10 
CON	(HT x 2) -10 
BODY	HT and see below 
INT	(IQ x 2) -10 
EGO	see below 
PRE	10 + (Charisma x 2.5) and see below 
COM	see below 
PD	Figured x 2 (note: this may result in very odd numbers) 
ED	Figured x 2 (ditto) 
SPD	Figured(Round Up) and see below 
REC	Figured 
END	Figured 
STUN	Figured 
 
Note: the (CHAR x 2) -10 system works well enough for most translations. 
When adapting low-level characters (ie. normals) this will result in Hero 
Characteristics from 10 to 30.  This may be a bit extreme for some GMs. 
It tends to work out fine for Super Hero characters.   
 
STR: this stat is a mess as far as translations go.  GURPS STR is linear 
(20 STR is 2x as strong as a 10 STR, 40 is as twice as strong as 20 etc.), 
while Hero is exponential (each 5 points of STR is doubles your lifting 
capacity).  After some rough figuring based upon stated values in source 
material and the GURPS maximum lifting rules I offer the following system: 
 
GURPS	HERO 
15	13 
16	14 
17	15 
18	16 
19	17 
20	18 
21	19 
22	20 
26	23 
30	25 
33	28 
35	30 
45	33 
55	35 
65	38 
75	40 
90	43 
110	45 
130	48 
150	50 
180	53 
210	55 
250	58 
290	60 
350	63 
410	65 
 
BODY: some characters have the power of "Extra Hit Points".  Add these to 
the HT score to find the characters final BODY total. 
 
EGO: There are several ways to handle this.  One is to use (IQ x 2) -10, 
which means that any smart character is going to have a high Ego as well. 
Another is to use ((IQ + Strong Will) x2) -10.  The third is to use IQ + 
(Strong Will x 2) to determine EGO. The final is to use 10 + (Strong Will 
x 2).  The best method seems to be the third way. 
 
PRE: Another way is to give the character +3 PRE for ever level of 
Charisma they have. 
 
COM: A rough correlation is as follows: 
 
GURPS			HERO 
Hideous			0-2 
Ugly			4-6 
Unattractive		8 
Attractive		12-14 
Handsome/Beautiful	16-18 
Very Handsome/Beautiful	20-22+ 
 
SPD: This is very tough.  The move score given for characters only 
reflects their actual movement.  The character's Speed stat helps to 
determine over all quickness.  a very high GURPS Speed should mean a very 
good Hero SPD.  In many cases refer to the character description. 
 
MOVE: use the GURPS movement score straight over as the Hero Running. 
Some characters may have Flight, and some will have different Flight 
numbers (such as a base flight and a "super" flight.  In many cases the 
Flight listed is a top speed.  Usually these numbers can help determine 
the characters actual SPD as well. 
 
PART II: GURPS Advantages 
A lot of this are similar to Hero Talents.  Others are simulated by a 
characteristic boost.  See the chart below.  Note: any GURPS Advantage not 
listed is something that doesn't translate to Hero easily. 
 
GURPS				HERO 
Absolute Direction		Bump of Direction 
Absolute Timing			Absolute Time Sense 
Acute Hearing			PER bonus to hearing 
Acute Taste and Smell		PER bonus to taste/smell 
Acute Vision			PER bonus to sight 
Alertness			PER bonus 
Ambidexterity			Ambidexterity 
Attractiveness			see COM 
Charisma			see PRE 
Clerical Investment		Perk: Priest 
Combat Reflexes			Increase DEX or CSL with HTH 
Danger Sense			Danger Sense 
Double-Jointed			Double Jointed 
Eidetic Memory			Eidetic Memory 
High Pain Threshold	 	Add to PD or ED, 1/4 Damage Resistance, 
				Physical, Stun Only (-1/2) 
Immunity to Disease		Life Support: Immunity to Disease 
Language Talent			Linguist 
Legal Enforcement Powers	Perk: Legal Enforcement Powers (var) 
Lightning Calculator		Lightning Calculator 
Luck: 15 Points			1d6 Luck 
Luck: 30 Points			3d6 Luck 
Military Rank			Perk: Rank (var) 
Night Vision			UV Vision (except *total* darkness) 
Strong Will			see EGO 
Toughness			Add to PD or ED, Damage Resistance or Armor 
Wealth	see below 
 
GURPS		HERO 
Dead Broke	Destitute 
Poor		Poor 
Struggling	Middle Class 
Average		Middle Class 
Comfortable	Middle Class  
Wealthy		Well Off 
Very Wealthy	Wealthy 
Filthy Rich	Filthy Rich 
 
Allies 		Follower 
Patron		Contact 
 
PART III: Disadvantages 
These are pretty simple.  Most of them translate right over to Hero disads 
pretty easy.  I'd recommend getting a hold of a GURPS rule book to 
determine exactly what some of the disads mean, but...  A rough breakdown 
of GURPS Disadvantages would be as follows: 
 
GURPS			HERO 
SOCIAL			see below 
Odious Personal Habit	Usually a DF, or a Psych Lim 
Poverty			see Wealth 
Primitive		Phys Lim: Doesn't understand/unfamiliar with 'x' 
Reputation		Reputation 
Social Stigma		Usually a DF, or a Rep. 
 
PHYSICAL 		usually a Phys Lim.  Note that some GURPS Physical 
			Limitations may or may not be consider "valid" 
			limitations by Hero GMs. 
 
MENTAL			usually a Psych Lim.  See notes below. 
Addiction		Possible Psych and Phys Lim 
Berserk			Berserk/Enraged 
Dyslexia		Phys Lim 
Illiterate		Phys Lim 
Split Personality	Phys Lim, as well as possible Accidental Change 
Unluckiness		1d6 Unluck 
Weak Will		Lower the character's EGO 
 
DEPENDENTS		DNPC 
 
DUTIES			usually a Watched  
 
ENEMIES			Hunted 
 
QUIRKS			May be a DF or a minor Psych Lim.  Some GMs allow 
			1 point Quirks for Hero as well (I do) 
 
PART IV: Super Advantages, Powers and Super Skills 
Get a copy of GURPS Supers and read the power description.  There are far 
to many powers and skills and so one to even try and define them all in 
Hero terms.  Such a project is feasible, but far beyond the intended scope 
of this posting.  Needless to say, most if not all questions such as power 
level, damage amounts and such will often be determined by the GM's 
preferences as well as information gained via translation.  For example, 
the author of this post tended to keep to a standard 60 Active Points for 
powers when adapting the Wild Cards characters.  The numbers tended to 
work out alright and provide a nice consistent base for others to modify 
from. 
 
PART V: Super Disadvantages: 
 
GURPS			HERO 
Dependency		Dependence (or, possibly a Phys Lim) 
Uncontrolled Change	Accidental Change 
Vulnerability		Vulnerability 
Weakness		Susceptablity 
 
PART VI: Skills 
Skills tend to be pretty straight forward.  Most skills have Hero 
counterparts.  Note that GURPS skills often have numbers that far exceed 
the typical 3-18 range that Hero uses.  A rough listing of easy to 
translate skills is as follows: 
 
GURPS			HERO 
Acrobatics		Acrobatics, Breakfall 
Acting	Acting. 	Mimicry 
Administration		Bureaucratics 
Animal Handler		Animal Handling 
Armory			Weaponsmith 
Bard			Oratory 
Climbing		Climbing 
Criminology		Deduction 
Demolitions		Demolitions 
Diplomacy		Conversation 
Disguise		Disguise 
Escape			Contortionist 
Fast Talk		Bribery, Persuasion 
First Aid		Paramedic 
Hobby Skill		Knowledge Skill 
Hold Out		Concealment 
Intelligence Analysis	Criminology 
Forgery			Forgery 
Gambling		Gambling 
Interrogation		Interrogation 
Lip Reading		Lipreading 
Lockpicking		Lockpicking 
Mechanic		Mechanics 
Merchant		Trading 
Navigation		Navigation 
Pick Pockets		Sleight of Hand 
Professional Skill	Professional Skill 
Riding	Riding 
Savoir-Faire		High Society 
Science Skills		Science Skills 
Sex Appeal		Seduction 
Shadowing		Shadowing 
Sleight of Hand		Sleight of Hand 
Strategy		Tactics 
Stealth			Stealth 
Streetwise		Streetwise 
Surgery			Forensic Medicine 
Swimming		Swimming 
Tactics			Tactics 
Traps			Security Systems 
Vehicle Skills		Transport Familiarity 
Ventriloquism		Ventriloquism 
Weapons Skills		Weapon Familiarity 
 
Martial Arts: 
GURPS		HERO 
Brawling	Dirty Infighting, or HTH CSL (either 3 point or 5  
		point levels 
Fencing		Fencing or Kenjutsu - any martial arts that relies  
		mainly upon use of a sword 
Judo		Akido, Judo, Wrestling - any martial arts that  
		concentrates upon throws and holds 
Karate		Karate, Kung Fu, Tae Kwon Do - any martial arts  
		that concentrates upon punching and kicking 
 
Note: some characters may have more than one martial skill.  Moonchild 
(from GURPS Wild Cards) had both Judo and Karate.  The game description 
mentioned her using Akido, but her nationality was Korean.  I remembered 
her using Tae Kwon Do maneuvers in one of the books and gave her those 
packages.  Other characters should get martial arts based upon origin and 
character description. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
Date: Sun, 22 Jun 1997 14:24:02 -0300 (ADT) 
From: Trevor Barrie <tbarrie@ibm.net> 
X-Sender: tbarrie@drollsden 
Subject: Re: Related subject: 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 22 Jun 1997, HAPPYELF!!! wrote: 
 
> >Where one particular player's characters would have a 9 or 10 Cool, but 
> >go "eek!" at the drop of a hat.  The characters weren't faking it 
> >either.  They were panicing because the player thought it was cuite, 
> >and the GM liked it.  Characters with 20+ EGO, and 20+ PRE would also 
> >do it in Hero.  Characters were running around the game with all sorts 
> >of powers and skills, on top of the ones they payed points for because 
> >it was part of the character concept, and it didn't matter. 
 
> uh-huh? and this is bad why? 
 
Because it's generally considered appropriate to role-play your character 
the way he or she was defined. If you want to play a character who's 
weak-willed and/or easily frightened, buy the stats to represent that. If 
you want certain powers and skills, buy them. 
 
> roleplaying *below* their stat level is to be commended! 
 
Why? What makes it any better or worse than playing your character as if 
he or she were better than their stats indicate? 
 
> for instance, spidey can clearly lift more than 10 tons,  
 
I don't see how that relates at all. 
 
Date: Sun, 22 Jun 1997 14:42:13 -0300 (ADT) 
From: Trevor Barrie <tbarrie@ibm.net> 
X-Sender: tbarrie@drollsden 
cc: champ-l@omg.org, catdrag@vnet.net, champion@cyberhighway.net, 
        deejay@cu-online.com, greenlucifer@geocities.com, jdriscol@vt.edu, 
        mirage@hpserv.keh.utulsa.edu, sourdust@ix.netcom.com, 
        robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca 
Subject: Re: CHAR: Hiram Worchester 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Fri, 20 Jun 1997 BeerCarboy@aol.com wrote: 
 
> Also he needs a Detect: Gravity Waves: Targetting Sense because he can sense 
> the play of gravity waves (when he contemplates killing Fortunato when the 
> pimp reports the death of Hiram's friend at the hands of the Alchemist he 
> does this). 
 
Unless he's actually done something useful with this ability (preferrably 
more than once), I'd say it's purely an SFX thing. 
 
X-Sender: why@mars.superlink.net 
Date: Sun, 22 Jun 1997 13:55:03 -0400 
From: Joe Mucchiello <why@mars.superlink.net> 
Subject: Re: ego power 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 12:51 AM 6/22/97 PST, Daemon Devillore wrote: 
>I'm thinking about an egotist with an visible ego attack that goes to 
>multiple targets(like in line?) in a single phase.  I'm having trouble 
>on keeping the power cheap enough for a well rounded 250pt hero. 
 
It looks to me like you have already described the power perfectly: 
 
6d6 EGO Attack, AOE Line (+1), Visible (-1/4).  60 Active, 48 Real cost. 
That's a devistating attack.  It averages 21 points against everyone but 
the enemy mentalist.  You don't even need a great ECV, how hard is it to 
hit the poor defenseless hex. 
 
  Joe 
 
From: Robert Rutherford <mirage@hpserv.keh.utulsa.edu> 
Reply-To: mirage@hpserv.keh.utulsa.edu 
Subject: Re: Related subject: 
Date: Sun, 22 Jun 1997 20:27:58 (-0600) 
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On Sun, 22 Jun 1997 14:41:45 +1000, 
HAPPYELF!!! <jonesmj@topaz.cqu.edu.au> wrote about Re: Related subject:: 
> >> but that's not roleplaying!! that's character conception and skills!! who 
> >> was roleplaying a dancer better? personality wise?? 
> > 
> >    That was debateable, but no matter what one character did, they allways 
> >lost when they crossed over to the other's speciality.  The dancer and the 
> >singer were just one example.  If the characters were playing the their characters the GM wanted them to, they could do no wrong.  It didn't matter 
> >what they had down on their character sheet.  It was even worse with games 
> >other than Champions, (like anything by RTG).  Where one particular player's 
> >characters would have a 9 or 10 Cool, but go "eek!" at the drop of a hat.  The 
> >characters weren't faking it either.  They were panicing because the player 
> >thought it was cuite, and the GM liked it.  Characters with 20+ EGO, and 20+ 
> >PRE would also do it in Hero.  Characters were running around the game with 
> >all sorts of powers and skills, on top of the ones they payed points for 
> >because it was part of the character concept, and it didn't matter. 
> > 
> > 
>  
> uh-huh? and this is bad why? roleplaying *below* their stat level is to be  
> commended!  for instance, spidey can clearly lift more than 10 tons,  
> and as for supes. . . .  
 
Roleplyingbelow their stat level is to be commended?  Where do you get this 
idea? What is your idea of roleplaying, doing sutff that's cuite or funny?  
Neither Sups of spiderman run around acting like bimbos, why then should 
players playing characters with comprable mental stats be rewarding for 
playing their charcters as if they were morons.  If I have a character who is 
defined as being cooler than the Fonze, whould I be comended for hacing the 
character jump and go "Yipe!" everytime some punk gets in his face?  Is that 
roleplaying to you?  If you reward players for playing characters stats lower 
than they are, you would love my current group where I have told Charcters 
what to do next and they still didn't have a clue as to what they needed to 
do.  Please, if you want to play an idiot, don't give him an 18 INT. 
 
--  
+-----------------------------+-------------------------------------------+ 
|Rob Rutherford               |Mandatory Disclaimer:                      | 
|A.K.A. mirage                |                                           | 
|E-mail                       |If my views were those of my university    | 
|mirage@hpserv.keh.utulsa.edu |my tuition wouldn't go up every year.      | 
+-----------------------------+-------------------------------------------+ 
|           URL http://hpserv.keh.utulsa.edu/~mirage/home.html            | 
+-----------------------------+-------------------------------------------+ 
 
 
Date: Sun, 22 Jun 1997 16:11:09 -0500 
From: Donald Tsang <tsang@sedl.org> 
To: why@mars.superlink.net 
Subject: Re: ego power 
 
Uhh... 6d6 Ego Attack is 60 active by itself, and AE:line increases that 
to 120.  5d6 EB, AE:line, based on ECV would be 75.  With "no range", it's 
50 real... 
 
  Donald 
 
From: "Sean Pavlish" <pavlish@erols.com> 
Subject: Re: ego power 
Date: Sun, 22 Jun 1997 18:54:04 -0400 
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To: champ-l@omg.org 
 
> It looks to me like you have already described the power perfectly: 
>  
> 6d6 EGO Attack, AOE Line (+1), Visible (-1/4).  60 Active, 48 Real cost. 
> That's a devistating attack.  It averages 21 points against everyone but 
> the enemy mentalist.  You don't even need a great ECV, how hard is it to 
> hit the poor defenseless hex. 
>  
>   Joe 
>  
 
uhm, I believe that ego attack is 10 per die.. thus, it would be 120 active.... not 
60. 
 
Sean 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: R Jacobs <rjacobs@radiks.net> 
Date: Sun, 22 Jun 1997 23:31:45 -0500 
Subject: #HEROCHAT on DALNET 
Newsgroups: october.hero 
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Okay Gang, 
 
	Here is your chance to discuss The Hero System Champions game in real 
time with other players from around the country (around THE WORLD even 
-- hopefully).  Just get on your favorite IRC program and hop over to 
#HEROCHAT on DALNET. 
	If you don't know what I'm talking about, grab yourself a copy of mIRC 
(available on the web at WWW.MIRC.CO.UK) and choose ANY DALNET server 
(you'll understand that part once you get MIRC up and running) and come 
join us!! 
 
	Currently, the ops of #HEROCHAT include: 
 
		Matthew "CHESSMAN" Mactyre 
		Shelley "WILD_GOOSE" Chrystal Mactyre 
		Robert "GOTHYK" Jacobs 
		Mathieu "DREAMWLD" Roy 
 
	Come join us!!!  Matt and Shell are on around 6-9pm PST and I'm around 
too much for my own good...see you there!! 
 
Rob "GOTHYK" 
"Keeper of the Lists" 
 
Date: Mon, 23 Jun 1997 01:34:45 -0500 
From: Todd Hanson <badtodd@dacmail.net> 
Subject: A scenario idea, and a question 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Seeing as the list is so quiet, I'll offer up a scenario idea... (in 
exchange for asking a question on how to do a part of it) 
 
First a little background: 
 
Here in Minneapolis we just had 'OzzFest' - an all day concert with 14 
heavy metal bands, including Marilyn Manson.  The concert was originally 
supposed to be in Somerset Wisconsin (about 1/2 hour away) but a group 
of 'concerned christians' got together and started a petition to stop 
them from having the concert there if Marilyn was going to play.  When 
the concert was moved to Minneapolis, a similar christian group tried to 
do the same thing here (they were unsuccessful - it's a little tougher 
to do this in a city than in a small town). 
 
For those of you unfamiliar with Marilyn Manson - his image is pretty 
heavy with satanism undertones. (his tshirts all tout slogans like 'tell 
me you love Satan' and 'Dont trust God - the Lord is a shepard') He 
looks alot like Edward Scissorhands crossed with the transvestite from 
Rocky Horror.  He does things on stage like pretending to cut himself 
(and despite what the media says, its fake blood - I watched close 
tonite), rips up bibles, gets the crowd to chant things like 'We hate 
love, we love hate', etc... he REALLY plays up the whole image and 
drives the crowd into a real frenzy in the process.  Drives the 
christian groups (and the media) completely nuts. 
 
disclaimer #1: I'm not a Marilyn Manson fan, I actually went to the 
concerts for a couple of the OTHER bands... like Type O Negative!   ;) 
 
Anyway, now that I've set the stage, here's the scenario: 
 
(Disclaimer #2 - if this seems to be a bit... disjointed, keep in mind 
that I'm writing this after about 8 hours of listening to heavy metal 
bands.. and my ears are still ringing) 
 
 
Marilyn Manson (change the name if you want - I'm leaving it alone 
because I know it will push some buttons in my group ;) is coming to 
town to do a concert.  Your campaign city has one of those groups that 
EVERY city has - usually called something like 'Citizens for Decency' or 
'Minneapolis Christian Coalition'.  This group has made alot of noise 
about not wanting this concert to take place.   
 
Nobody is sure WHAT Marilyn Manson's real story is.  His following just 
gets stronger and stronger.  After going to his concerts, his fans can't 
wait to run out and buy just about anything with his name on it. The 
more outragous he gets, the more the fans love him.  Their devotion 
borders on fanatacism. 
 
The PCs are asked to go undercover at the concert and see just what is 
going on. 
 
What nobody knows:  Marilyn's music is his expression of his 
superpowers.  His early songs work a large area effect ego drain.  His 
'speeches' in between songs are him using his high Oratory to inspire 
the now low-ego fans.  His final song is a large area effect mind 
control that makes the crowd fanatically loyal to him (at the level to 
make them think it is their own idea - not so tough to do to the 
currently ego 0 fans). 
 
The fun part:  after the final song, when the christian group's own team 
of supers breaks in to put a stop to this evil, a good share of the PCs 
should already be under the mind control, and be ready to jump to 
Marilyn's defense! 
 
The best way to do this:  know in advance which PCs have power defense, 
how much ego is drained before the final song, what each PCs adjusted 
ego (and ego roll) now is.  Pre-Roll the mind control for the final 
song, ask each PC to make a 3d6 roll (but dont tell them what it is 
for).  Seperate the PCs into 2 groups: those who are controlled, and 
those that arent.  Describe the scene of the christian supergroup 
busting in to each group the way that they would see it: the controlled 
group would see a group of murderous supers busting in and trying to 
murder the innocent musician.  The PCs who AREN'T controlled see things 
as they actually are.. and won't understand why their friends are 
fighting AGAINST them!  Should provide for some good roleplaying, and a 
chance for some of the PCs to go toe to toe with each other (and we all 
know they are always looking for a chance to do THAT!) 
 
Eventually the group of controlled PCs should grow smaller and smaller 
(either as they are defeated, or as they break the mind-control. Maybe 
give them another ego roll to break if a team mate actively tries to 
convince them that they are being controlled?) 
 
I'm going to use the above scenario to introduce another Supers group to 
the campaign - a team that is considered 'one of the goodguys', but will 
not always be working towards the same goals as the PCs are (and will 
sometimes have conflicting goals).  The above scenario will give them a 
built in rivalry.. 
 
Okay, I shared the scenario... now the questions: 
 
1.  In order for the above scenario to work, the PCs cant realize that 
their ego is being drained.  Will just buying invisible power effects 
take care of that?  Or do I need to do something else? 
 
2.  I'm just not as 'up' on my religion as I should be.. I could really 
use some suggestions for religion based characters for this one.  In 
fact, if anybody can think of some cool names with a religious theme, I 
can do the characters... 
 
 
Well, any comments, suggestions, critisisms?  Anybody else want to share 
a scenario idea? 
 
Todd 
 
Date: Mon, 23 Jun 1997 01:25:42 -0700 
From: "Capt. Spith" <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: RolePlaying(WAS: Related subject:) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> > >It was even worse with games 
> > >other than Champions, (like anything by RTG).  Where one particular player's 
> > >characters would have a 9 or 10 Cool, but go "eek!" at the drop of a hat.  The 
> > >characters weren't faking it either.  They were panicing because the player 
> > >thought it was cuite, and the GM liked it.  Characters with 20+ EGO, and 20+ 
> > >PRE would also do it in Hero.  Characters were running around the game with 
> > >all sorts of powers and skills, on top of the ones they payed points for 
> > >because it was part of the character concept, and it didn't matter. 
> > 
> > uh-huh? and this is bad why? roleplaying *below* their stat level is to be 
> > commended!  for instance, spidey can clearly lift more than 10 tons, 
> > and as for supes. . . . 
>  
> Roleplyingbelow their stat level is to be commended?  Where do you get this 
> idea? What is your idea of roleplaying, doing sutff that's cuite or funny? 
> Neither Sups of spiderman run around acting like bimbos, why then should 
> players playing characters with comprable mental stats be rewarding for 
> playing their charcters as if they were morons. 
 
   (and so on....) 
 
   It seems to me that there may be a misinterpretation by some people 
between character concept, roleplaying, and character sheets.  Allow me 
to rant and ramble.... 
   The original complaint had to do with players not playing their 
characters' conceptions properly.  I have to agree that that is a valid 
complaint; 
  1)Powers and skills not 'paid for' are powers and skills that the 
character does not have.  Roleplaying cannot make a character understand 
how to rebuild a car's engine if (s)he has no mechanics skill; even if 
the PLAYER can. 
  2)Powers and skills that ARE paid for do not simply 'disappear' for 
the sake of a humourous reaction or 'take'.  If a character has a 25 
PRE, (s)he's not going to be frightened or cowed by a thing jumping out 
from a bush. 
 
   How a person roleplays a character is intimately linked with both the 
character's conception AND the character's actual writeup.  A Character 
with a <19 Computer Programming skill can be roleplayed as a Supreme 
Hacker.  A character with a <8 Computer Programming roll can only be 
roleplayed as a Supreme Hacker WANNABE, or a self-admitted novice.  If a 
character's concept calls for (in this example) a computer genius, the 
player must spend the points, or else change the concept.  A Character 
with a 23 INT can PRETEND to be an idiot, but (s)he will not actually BE 
an idiot. 
 
   Roleplaying has to do with personality and psychology, not with 
whether or not one has or has not a particular skill;  by this I mean 
that if you HAVE a skill, you have it, if you don't you don't, period.  
ROLEPLAYING has to do with whether that <19 pianist skill makes an 
insufferable primadonna or a humble artist.  It is important to remember 
that in a ROLE PLAYING GAME, a character's ABILITIES are defined by what 
is/is not on his/her character sheet, a character's PERSONALITY may be 
partially defined by his/her Psych Lims and other Disads; a character's 
CONCEPTION must accomodate both of these aspects, and played according 
to all three. 
   
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
Date: Mon, 23 Jun 1997 01:51:54 -0700 
From: "Capt. Spith" <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: A scenario idea, and a question 
Errors-To: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
Todd Hanson sez; 
 
   <Scenario Presented> 
  
> 1.  In order for the above scenario to work, the PCs cant realize that 
> their ego is being drained.  Will just buying invisible power effects 
> take care of that?  Or do I need to do something else? 
 
   Invisible Power Effects is precisely what would be appropriate in 
this situation, and you'd probably want to include invisible to mental 
as well (+1; invisible to all senses) 
  
> 2.  I'm just not as 'up' on my religion as I should be.. I could really 
> use some suggestions for religion based characters for this one.  In 
> fact, if anybody can think of some cool names with a religious theme, I 
> can do the characters... 
 
   I have a religious group in my campaign who call themselves the 
Spanish Inquisition. They are a dangerously serious threat, but I took 
some of the names from Monte Python's Spanish Inquisition.  My group 
has; 
 
   Mother Superior 
   Father Secola 
   Cardinal Biggles 
   Cardinal Fang 
   and Caspar the Holy Ghost 
 
   Though the names may be a little on the frivolous side, they each 
have a specific theme for their powers; 
 
Mother Superior;  Moses-style abilities (calling down plagues, nasty 
weather against the enemy....) 
Cardinal Biggles;  A Charismatic preacher w/healing, mind control, and 
an aid to give additional powers to the 'converted'. 
Cardinal Fang;  A Brick (The 'Righteous Fist of God) 
Caspar; A multiform of the 'Father'(Aids and Drains), the 'Son'(ability 
to do small 'miracles'), and the holy ghost(Desol and the ability to 
possess people - at least those who are already righteous....) 
Father Secola; Simply transportation (Huge amounts of Teleportation 
useable on the whole team.) 
 
-- 
   Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
Date: Mon, 23 Jun 1997 01:59:13 -0700 
From: "Capt. Spith" <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Mind Control 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
The Marilyn Manson Scenario idea has caused me to pose a question 
somewhat in relation to its concept; 
   When a PC is mind-controlled, How do you handle it as a GM; does the 
player get to keep playing the character (under new 'orders') or do you 
take over the character until the player can break the control? 
   I would have to assume that this depends on what kind of players one 
has; in my group I am exceedingly fortunate that my players are just as 
excited at playing their characters as mind-controlled puppets as they 
are to trounce the villians.  I guess the more accurate question is;  
How many GM's have players who can be trusted to play their own 
mind-controlled characters? 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
Date: Mon, 23 Jun 1997 04:35:32 -0500 (EST) 
From: Tokyo Mark <bastet@iquest.net> 
X-Sender: bastet@iquest7 
cc: champ-l@omg.org 
Subject: Re: A scenario idea, and a question 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>    I have a religious group in my campaign who call themselves the 
> Spanish Inquisition. They are a dangerously serious threat, but I took 
> some of the names from Monte Python's Spanish Inquisition.  My group 
> has; 
>  
>    Mother Superior 
>    Father Secola 
>    Cardinal Biggles 
>    Cardinal Fang 
>    and Caspar the Holy Ghost 
>  
>    Though the names may be a little on the frivolous side, they each 
> have a specific theme for their powers; 
 
Alot depends on how seriously you want the PC's to take the group.  No 
matter how serious the above group was shown to be, I'd never be able to 
really take them seriously because of the Monty Python connection. 
 
On good religious group, surprisingly, was done up in the Elementals.  The 
characters were given names from biblical scripture, the passage relating 
to their powers.  I don't remember the exact names and passages off hand, 
but an example is naming a character Exodus 3:16 (And there was a shroud 
of darkness over the land of Egypt, even darkness that could be felt) and 
give the character darkforce powers. 
 
It should not be too tough to dig up my comics and post the exact names 
and passages if there is interest. 
 
TokyoMark 
 
Date: Mon, 23 Jun 1997 04:52:10 -0500 
From: Jerry & Jamie Nealis <jnealis@OnRamp.NET> 
Reply-To: jnealis@OnRamp.NET 
Subject: Re: A scenario idea, and a question 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
Todd Hanson wrote 
 
<edited> 
>  
> 1.  In order for the above scenario to work, the PCs cant realize that 
> their ego is being drained.  Will just buying invisible power effects 
> take care of that?  Or do I need to do something else? 
 
maybe throw in a small "Mental Suggestion"..... like you feel nothing 
unusual or ignore what is happening to you 
 
> 2.  I'm just not as 'up' on my religion as I should be.. I could really 
> use some suggestions for religion based characters for this one.  In 
> fact, if anybody can think of some cool names with a religious theme, I 
> can do the characters... 
 
some name ideas: 
 
Revelation 
Shepard 
Holy Trinity 
Holy Ghost 
Apostle 
Angel 
Jericho 
Cain 
Crucifix 
Dove 
Retribution 
Brimstone 
Adam 
Eve 
Disciple (spelling?) 
Father... 
Sister... 
Brother... 
Devotion 
Vengence (is Mine, sayeth the Lord) 
Convert 
David 
Goliath 
Judas 
Revival 
Miracle 
Cleric 
Monk 
Paladin 
Preacher 
  
> Well, any comments, suggestions, critisisms?  Anybody else want to share 
> a scenario idea? 
 
Hmmmmm scenario idea?........ OK How about a group of 20 something 
Superpowered friends..... they aren't really Badguys but the aren't 
really Heroes either. In fact they behave a lot like C.L.O.W.N..... but 
are more interested in having fun than anything else. 
 
Any ideas on what kinds of things they might do to attract the attention 
of the local Superteam?  
 
Jerry aka 
Puzzleboy--Foxbat's Best Friend 
 
Date: Mon, 23 Jun 1997 05:01:09 -0500 
From: Jerry & Jamie Nealis <jnealis@OnRamp.NET> 
Reply-To: jnealis@OnRamp.NET 
Subject: Re: A scenario idea, and a question 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Tokyo Mark wrote: 
>  
> >    I have a religious group in my campaign who call themselves the 
> > Spanish Inquisition. They are a dangerously serious threat, but I took 
> > some of the names from Monte Python's Spanish Inquisition.  My group 
> > has; 
> > 
> >    Mother Superior 
> >    Father Secola 
> >    Cardinal Biggles 
> >    Cardinal Fang 
> >    and Caspar the Holy Ghost 
> > 
> >    Though the names may be a little on the frivolous side, they each 
> > have a specific theme for their powers; 
>  
> Alot depends on how seriously you want the PC's to take the group.  No 
> matter how serious the above group was shown to be, I'd never be able to 
> really take them seriously because of the Monty Python connection. 
>  
> On good religious group, surprisingly, was done up in the Elementals.  The 
> characters were given names from biblical scripture, the passage relating 
> to their powers.  I don't remember the exact names and passages off hand, 
> but an example is naming a character Exodus 3:16 (And there was a shroud 
> of darkness over the land of Egypt, even darkness that could be felt) and 
> give the character darkforce powers. 
>  
> It should not be too tough to dig up my comics and post the exact names 
> and passages if there is interest. 
>  
> TokyoMark 
 
I remember that issue..... if you do find it... I at least would love 
to  see the list...... if for nothing else than to learn the passages 
again..... I always thought that was a neat concept.... but never 
bothered to look up the actual quotes. 
 
In the same vein.... Anybody out there of a faith other than Christian 
that could contribute names or concepts? 
 
Jerry aka 
Puzzleboy--Foxbat's Best Friend 
 
From: S McGinness <smcginn@csm.ex.ac.uk> 
Date: Mon, 23 Jun 97 11:41:15 GMT 
Subject: re: A scenario idea, and a question 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
Jerry & Jamie Nealis <jnealis@NET.OnRamp> 
>Any ideas on what kinds of things they might do to attract the attention 
>of the local Superteam? 
 
Well the Temperance League (perhaps teh ideal name for such a group) 
have been used on countless occasions within westerns to provide 
some light relief. A supergroup based on religion might cause a 
disturbance in the local redlight area as they storm through strip 
joints etc, saving these young women from degradation, and young 
men from the sins of the flesh..... 
 
Slightly stronger, the team may be of a fundamentalist bent (why 
else would they be a problem!!) and have plans about a potential 
Papal visit..... 
 
Stronger again, they might decide to remove various government 
officials who are obviously not fit to be in charge of themselves 
never mind the country, obviously without recourse to the ballot box.... 
 
Approaching delicate material would be interference in the process 
of abortions, most religious organisations are against the practice 
and this kind of fundamentalist group might be the opportunity to 
explore the issue in your game (if you're into serious stuff, not 
very four colour this!).... 
 
One approach might be that used in the Squadron Supreme maxi-series 
(yeah, yeah, JLA ripped off by Marvel, but the story was _good_) 
where the superheroes take control of government and then use 
a mind altering process to force villains etc to be "good" citizens. 
This addresses the whole mind rape issue that ripped across the 
list some time ago. A scenario based around this had my old group 
split in some very odd ways, but it did encourage in-character 
debate. 
 
Finally we could go for the strongest theme of all. 
They might hail from Texas and be interested in carrying out justice 
upon a criminal who has escaped the death penalty in Texas by being 
tried in a "decadent" state where the death penalty is not used. 
They only want to carry out some "natural justice" and see that the 
will of God is carried out properly! 
 
 
 
There's a whole range of stuff you can do with a seriously powerful 
group of beings who can be programmed to follow any kind of 
religious fundamentalism. Obviously how you use them will be 
determined by how far you reckon they will go (kidnap, murder, mind 
control...) and what their agenda is. 
 
>Jerry aka 
>Puzzleboy--Foxbat's Best Friend 
 
Stephen McGinness 
 
From: Legionair@aol.com 
Date: Mon, 23 Jun 1997 08:18:55 -0400 (EDT) 
Subject: Re: A scenario idea, and a question 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
In a message dated 97-06-23 07:15:14 EDT, badtodd@dacmail.net (Todd Hanson) 
writes: 
 
<< Well, any comments, suggestions, critisisms?  Anybody else want to share 
 a scenario idea? >> 
 
The final episode of Macross Plus used a similar situation.  You might want 
to take a look at that for another view.  This one had to do with a computer 
AI being the performer. 
 
Jason 
 
Date: Mon, 23 Jun 1997 06:47:23 -0600 
From: Curtis Gibson <Mhoram@apeleon.net> 
Subject: Re: A scenario idea, and a question 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
S McGinness wrote: 
 
> some light relief. A supergroup based on religion might cause a 
> disturbance in the local redlight area as they storm through strip 
> joints etc, saving these young women from degradation, and young 
> men from the sins of the flesh..... 
>  
> Slightly stronger, the team may be of a fundamentalist bent (why 
> else would they be a problem!!) and have plans about a potential 
> Papal visit..... 
>  
> Stronger again, they might decide to remove various government 
> officials who are obviously not fit to be in charge of themselves 
> never mind the country, obviously without recourse to the ballot box.... 
>  
> Approaching delicate material would be interference in the process 
> of abortions, most religious organisations are against the practice 
> and this kind of fundamentalist group might be the opportunity to 
> explore the issue in your game (if you're into serious stuff, not 
> very four colour this!)....  
> There's a whole range of stuff you can do with a seriously powerful 
> group of beings who can be programmed to follow any kind of 
> religious fundamentalism. Obviously how you use them will be 
> determined by how far you reckon they will go (kidnap, murder, mind 
> control...) and what their agenda is. 
 
There is another direction this can go, after a while as well. Something 
I've toyed with doing but have never done (yet). Introduce this kind of 
extremist group, the kind that embodies the worst of the perceptions of 
Christians and Christian groups, and let them run rampant over things  
(as described above). After a rivalry between them and PCs are 
established, introduce a new group, also with Christian/Religous 
overtones, but these are all the "softer" side. A healer, a philospher 
Martial Artist who found his truth in the Bible, maybe an angel (if that 
is a feature of your campaign), a paranormal priest. The kind of people 
who believe in a lot of the attitudes that the other 'Christian' team 
does, but only if those values are chosen, not forced. This attitude (IE 
not forcing your views, "however right they may be", onto someone else) 
brings them into conflict with the first team, and the PCs are (somehow) 
caught in the middle. 
 
Make for a lot of soul-searching, I'd think. 
 
--  
-Mhoram 
Why is it a penny for your thoughts, but you have to put your 
 two cents in. Somebody's makin' a penny somewhere. -Stephen Wright 
Mhoram's Fantasy Hero Domain: 
http://apeleon.net/~mhoram/hero/FHsplash1.htm 
 
Date: Mon, 23 Jun 1997 08:19:20 -0500 
From: Todd Hanson <badtodd@dacmail.net> 
Subject: Re: Mind Control 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Capt. Spith wrote: 
>  
> The Marilyn Manson Scenario idea has caused me to pose a question 
> somewhat in relation to its concept; 
>    When a PC is mind-controlled, How do you handle it as a GM; does the 
> player get to keep playing the character (under new 'orders') or do you 
> take over the character until the player can break the control? 
>    I would have to assume that this depends on what kind of players one 
> has; in my group I am exceedingly fortunate that my players are just as 
> excited at playing their characters as mind-controlled puppets as they 
> are to trounce the villians.  I guess the more accurate question is; 
> How many GM's have players who can be trusted to play their own 
> mind-controlled characters? 
 
 
I generally explain to the PC (usually privately) what is going on, and 
trust them to roleplay it (with an occasional prodding from me if 
necessary).  I think I could probably trust 4 out of my 5 players to 
roleplay their character being mind controlled (and probably love the 
hell out of it at the same time)  ;) 
 
Todd 
--  
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 Todd Hanson                       Minnesota: Land of two seasons: 
 BadTodd@dacmail.net               winter is coming, winter is here. 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 
Date: Mon, 23 Jun 1997 08:21:22 -0500 
From: Todd Hanson <badtodd@dacmail.net> 
Subject: Re: A scenario idea, and a question 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
Tokyo Mark wrote: 
 
> Alot depends on how seriously you want the PC's to take the group.  No 
> matter how serious the above group was shown to be, I'd never be able to 
> really take them seriously because of the Monty Python connection. 
>  
> On good religious group, surprisingly, was done up in the Elementals.  The 
> characters were given names from biblical scripture, the passage relating 
> to their powers.  I don't remember the exact names and passages off hand, 
> but an example is naming a character Exodus 3:16 (And there was a shroud 
> of darkness over the land of Egypt, even darkness that could be felt) and 
> give the character darkforce powers. 
>  
> It should not be too tough to dig up my comics and post the exact names 
> and passages if there is interest. 
 
Please do - I want this group to be taken VERY seriously.  Eventually 
there will be some serious confrontations with this group when their 
goals conflict (the PC group being under the control of the government, 
the religous group being under the control of a fringe church group) 
 
Todd 
 
 
--  
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 Todd Hanson                       Minnesota: Land of two seasons: 
 BadTodd@dacmail.net               winter is coming, winter is here. 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 
X-Sender: wabbit@globaldialog.com (Unverified) 
Date: Mon, 23 Jun 1997 08:27:16 -0500 
From: Earl Kwallek <earl@thewarren.mil.wi.us> 
Subject: Re: A scenario idea, and a question 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
At 01:34 AM 6/23/97 -0500, Todd Hanson wrote: 
 
(Background and Scenrio snipped) 
 
> 
>1.  In order for the above scenario to work, the PCs cant realize that 
>their ego is being drained.  Will just buying invisible power effects 
>take care of that?  Or do I need to do something else? 
 
  IPE takes care of this as far as I know, however do not let the PLAYER 
know that he has been Ego Drained either, just make the necessary 
adjustemnts when 
you have to. 
 
>2.  I'm just not as 'up' on my religion as I should be.. I could really 
>use some suggestions for religion based characters for this one.  In 
>fact, if anybody can think of some cool names with a religious theme, I 
>can do the characters... 
 
  Having been raised in a Fundamentalist Christian environment (Pentecostal 
Church) I can tell you with great authority that they would absolutely not 
have a superteam. Anyone with such powers would be considered "In League with 
the Devil"... sorry... 
 
>Well, any comments, suggestions, critisisms?  Anybody else want to share 
>a scenario idea? 
 
  It's a neat idea, but I can't see any way to work it based on real-life 
Fundamentalist Christian Groups.... 
 
limit?  The rulebook said that a good guideline for a -1 limit 
was something that reduces the power's usefulness in half.  It 
seems to me if you give up the DCV bonus, the vs perception roll 
bonus, and the size reduction, you're giving up at least half 
of the power's usefulness.  At only -1/2, 6 levels of density reduction 
(decreasing your weight to 1/(8^6)th, nearly as light as air) costs 
60 * (1 / (1 + 1/2)) = 40 CP.  If you want this to cost no END, 
that brings the cost to 60 CP!  This is increadibly costly, especially 
since you have to buy any useful side effects like gliding seperately 
(except for the increased leaping you get by being lighter).  Also, 
you get one heck of a knockback penalty (an old lady could accidently 
jostle "Suprisingly Light Man" and send him into orbit!).  Although, 
I guess you could bring the cost down with a power framework. 
 
-Eric 
 
From ???@??? Wed Jun 18 18:51:21 1997 
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Date: Wed, 18 Jun 1997 17:53:32 -0500 
Subject: Re: Power Question - Reply 
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>Okay, here's another Wildcards power question. 
> 
>Lazy Dragon has the ability to animate (and bring to life) anything he 
>carves or creates out of folded paper.  Thus he can whittle a block of 
>soap into a mouse, or create an orgami tiger, possess the creation and 
>*persto* instant full size mouse or tiger.  The largest thing he's createe 
>has been an oriental dragon (one 20' long, the other 40' long).  He fall 
>unconcious while the creation is active, and if the creature is killed, he 
>returns to his own body. 
> 
>So... 
> 
>This looks like Duplication with the limitation that one of the Duplicates 
>is inactive while the 'duplicate' is active.  Also, the Duplicate can be 
>damn near anything.  Would people feel that giving the duplicate a 
> massive cosmic power pool (Only to simulate animal powers) abusive? 
>  And what sort of lim is it to have one dupliacte fall 'asleep' (and how 
> would one handle the 'snap back to original body part'? 
> 
>Or is this a really wierd form of summon? 
> 
I like the duplication path.  The idea of a variable power pool for the 
duplicate works for me. 
 
There is a character called 'Mr. Nobody' in the Allies supplement.  This 
would be a good template for the duplicate.  Mr. Nobody can 
shapechange into any animal (if he makes his skill roll).  He has 
shapeshift, 0 end, persistant [to become the animal].  A 100 point power 
pool,  control cost reduced by skill roll, extra time full phase, appropriate 
animal powers only (-1/2) [to get the animal's abilities].  He also had a 60 
pt Multipower with 6lv Growth and 6 lv shrinking in ultra slots [to adjust 
his size].  He also had an AID vs multiple characteristics, only for 
appropriate animal stats (-1/2) fades 5/day (i think?). [To adjust his 
statistics.  You could simply buy stats from the power pool.] 
 
Daniel Flacks 
dflacks@evron.com 
 
From ???@??? Thu Jun 19 20:42:21 1997 
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Date: Wed, 18 Jun 1997 21:20:51 -0700 
From: Mike Sprague <sprague@VivaNET.com> 
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TRandom@aol.com wrote: 
>  
> Are autofire area effect attacks handled normally, or are there 
> (should there be) some way of preventing jello-boy in the target 
> hex from being automatically liquified? 
 
I think they are handled normally (nasty if it's a big attack). 
 
Hmmm, I wonder if you might get a bonus on Diving for Cover vs. Autofire 
AE. 
 
Or maybe one could say that you take one shot for every point you miss 
the Dive for Cover Roll by.  That is, if you miss it by 1, you take one 
shot.  You miss it by two, you take two ... and so on. 
 
Note that the BBB (page 92) says that if the attack doesn't require an 
attack roll (and since your only attacking a hex rather than a 
character, I would think this would apply), then the Autofire Advantage 
is +1.  Thus, this attack would have a +2 Advantage, and be rather 
expensive, if it were to be useful. 
 
			~ Mike 
 
From ???@??? Thu Jun 19 20:42:27 1997 
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From: "Matt Korth" <korthmat@cps.msu.edu> 
Organization: Organi[zs]ation?  Boy, do you have the wron 
Date: Wed, 18 Jun 1997 23:19:14 -0500 
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Subject: RE: Density Reduction 
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> Eric says: 
>  
> >Unfortunately, your email seems a bit garbled.  Some of 
> >the words in it ar replaced with <BD> or <BE>.   
>  
> The copy that came back to me looked okay. Did anyone else have this 
> problem? 
 
This is somewhat off-topic, but hey--you asked. 
 
You have MIME Quoted-Printable encoding enabled in your mailer.   
Quoted-Printable encoding would use =BD to represent 1/2 (½), and =BE  
for 3/4 (_). 
 
If anyone wonders just *why* they'd do it that way, you can e-mail me (or  
any of the other computer people on the Hero List)--it's not on-topic for  
the list. 
 
-- 
korthmat@cps.msu.edu   http://www.cps.msu.edu/~korthmat 
*** People who send me UCE or UBE will be crucified. *** 
"Were you always this stupid--or did you take lessons?" 
"I took lessons!"     --_The Long Kiss Goodnight_ 
 
From ???@??? Thu Jun 19 20:42:38 1997 
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From: "Richard D. Bergstresser Jr." <richberg@erols.com> 
Date: Wed, 18 Jun 1997 14:12:56 -0400 
Subject: Urban Folklore 
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Concerning the Urban Folklore thread, I tried to access the alt.folkloe.urban  
group and got the following error: 
 
*News Error! 
 
*News host responded: You're not allowed to read alt.folklor.urban, sorry. 
 
Sounds kinda sinister to me. I think the group is covering it's tracks. 
 
The truth is out there. Trust. Know. One. 
 
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TRandom@aol.com wrote: 
>  
> Are autofire area effect attacks handled normally, or are there (should there 
> be) some way of preventing jello-boy in the target hex from being 
> automatically liquified? 
 
   According to the write-up in the BBB, (page 147-148) Area affect 
attacks are targeted at a hex (DCV 3) with normal modifiers.  If an 
attack roll misses, the center of the area affect misses by 1" for every 
'1' the roll is missed by.  Thus, with an autofire AOE, since one hit is 
counted for every '2' the roll is made by, then apply all attacks 
applicable directly to the target, then those 'hits' which miss the 
target will leave a trail of AOE's every 2" in the direction missed. 
 
   >EXAMPLE<  
A 5-shot AOE flame-ball is fired at Lemmingman.  After modifiers and 
such are figured, the attack hits the hex by 5 (<14 to hit, rolled a 
9).  So flame-balls hit the target hex for 9, 11, and 13.  But there 
were two more shots fired, so a 'missed' direction is rolled.  
(Rattlerattle-clickitakatikikatik) and the add'l shots miss to the front 
of the target, so the next 'hit' number (15) puts the next AOE center at 
1" in front of the target, the next (17) at 3" in front of Lemmingman.  
Oops, this puts the last shot too close and Flameboy singes himself with 
his own attack.  Although, every attack will probably have overlapped 
Lemmingman's hex anyway, so he still takes full autofire damage. 
   And I do agree that an AOE counts as a non-standard attack roll, so 
Autofire costs a +1 advantage more. 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
From ???@??? Thu Jun 19 20:42:52 1997 
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> Reincarnation - everytime the character dies he comes back, 
> but somehow different.  This could either be like The Doctor, 
> who sort of reincarnates in place, or the character's life 
> essense could fuse with someone else's somewhere in the 
> world (the hero group would get a phone call a week or so 
> after the character's death from some guy in Belgium, claiming 
> to be the killed hero).  I like the latter idea better because 
> it is more interesting.  The character would lose all the 
> knowledge that his previous host had, but gain all the knowledge 
> that the new host has.  He would also keep a certain amount of core 
> knowledge and abilities (including some powers). 
>  
> I know a variable power pool would probably figure in to the 
> changinge characteristics, perks, and skills, but how does 
> one simulate the fact that the character does not die?  And 
> also that the character not only is transported to some other 
> spot on the earth (telepotation with huge range and a bunch 
> of limits?) but literally becomes someone else (shapechange?). 
> Would all that STUN and BODY damage that the character suffered have 
> to be healed with a linked aid power?  Or whould that be handled by 
> special effects? 
 
This one is covered by the Spirit Rules in Hero Almanac #1. Spirits  
can have instantaneous transportation, possession, mind swapping,  
and other, similar powers. Unfortunately, the rules are to long to  
repost here. 
 
Filksinger 
The more I learn about computers, and the more I talk to the experts, the more I realise I will be making stupid mistakes for the rest of my life. 
 
From ???@??? Thu Jun 19 20:42:58 1997 
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From: "David Nasset, Sr." <Filksinger@dns01.ops.usa.net> 
Date: Thu, 19 Jun 1997 02:13:00 +0000 
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Subject: Re: Nonstandard  settings = Dark Wheel Galaxy 
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>  
> > Actually, I'd meant to post to ask people what unusual  
> > settings they'd used Hero for other then the 'dark champions'  
> > or '4 color superhero' genres.   
> >  
> > Can you tell us more about this ? 
> >  
> > Curt Hicks 
>  
> I have a campaign setting that I haven't used yet, but intend to 
> eventually. I call it, "The Unredeemed". It is set in what appears 
> to the average man to be the real world, but all of the characters 
> know that something is very, very, wrong. 
>  
> The characters are people who have all had bad lives, or who have 
> been outright evil. Then one day, they encounter the _real_ evil, 
> and are desperate to stop it. 
>  
> Characters might include a heroin-addicted housewife turned hooker 
> for fun, who was dragged into a sex-death black magic cult; a 
> businessman who unknowingly used his mind control powers to 
> manipulate and destroy people, who one day has dinner at his boss's 
> house where he is offered mentoring in the _real_ uses of such 
> power; and a Mob hit man who is haunted by buried memories of 
> Something he saw in Viet Nam, something much worse than napalming 
> children, something that makes him want to kill every man he sees, 
> in case one of Those is riding him. 
>  
> The idea is that magic is on the rise again after thousands of 
> years, but that due to careful planning and unsuspected hidden power 
> sources, evil is ready while good is not. The most powerful good 
> person has been forced to call together these people, offering them 
> the chance to buy back their souls. 
>  
> Another campaign that I used, though the unusual aspects have been 
> mostly bypassed so far, was based upon a short story I once read. 
> The aliens land and prepare their terror weapons to intimidate the 
> natives, who are unable to resist. After all, they don't even have 
> anti-grav and hyperwave, and no race has weapons nearly this 
> powerful and frightening without first developing those two forces. 
>  
> When the diplomats and the scientists come up to the craft, with the 
> marines hiding in the bushes, the aliens come out and fire upon the 
> diplomats. 
>  
> With flintlocks. 
>  
> The human race, as a result, owns working antigrav and hyperdrive 
> within about 5 minutes. The devices are actually extremely simple, 
> so simple that they are made _by accident_ by most races in the 
> Bronze Age. Humans, somehow, missed them entirely for millennia. 
>  
> In my campaign, the devices turned out to be psionic-based, and 
> almost no human could use them. A few could under the influence of 
> various drugs that were becoming popular among the neo-hippies of 
> the early 21st Century. As a result, a wide variety of extremely odd 
> and radical groups became the first humans to colonize the stars. 
> Shortly afterwards, the devices were redesigned for non-psionic use, 
> and everyone else set out to try to find their own personal planet. 
> This happened four hundred years ago. 
>  
> This allows you to meet anything from spaceships with cannons that 
> belong on a galleon, to worlds dominated by every weird religion, 
> political system, or lifestyle you can imagine. Additionally, as 
> mankind moves out into the galaxy, he is beginning to discover that 
> he isn't quite number one in the technological, power, or 
> destructiveness circles. 
>  
> Filksinger 
 
From ???@??? Thu Jun 19 20:43:02 1997 
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From: "David Nasset, Sr." <Filksinger@dns01.ops.usa.net> 
Date: Thu, 19 Jun 1997 02:13:00 +0000 
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Subject: Re: Stupid Shrinking Tricks (was RE: Stupid Mind Tricks) 
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> Combat Shrinking 
<snip> 
 
>  
> For hand-to-hand combat, the GM has the option to ignore Shrinking 
> DCV bonuses completely, regardless of the size of the combatants. 
> Small characters are still hard to hit, but when the attacker's hand 
> is bigger than the entire shrinker's body, it can become the 
> equivalent of an area effect attack, and cancel out the Shrinker's 
> DCV.  
 
This was built into the original shrinking, and I'm sorry they ever 
got rid of it. Growth only made you easier to hit at range, by 
decreasing range mods, and shrinking only made you harder to hit by 
decreasing range mods. 
 
I liked this, because the present rules really don't make a lot of 
sense. Consider a man only six inches tall. He runs up to you 
(slowly), and tries to punch you in the foot. However, if you move 
your foot 3 inches, you are suddenly out of reach. 
 
On the other hand, if you lift your foot out of his reach, then he's 
going to have trouble getting out of the way when you stomp. 
 
 
Characters with Growth should only have difficulty dodging hand to 
hand attacks if they move slowly compared to normal man. A fifty foot 
tall man can dodge a smaller man forever, simply by lifting whatever 
foot he is near. 
 
However, there is one possible justification for the high  
Shrinking DCV, but it would make you hard to hit no matter what  
size your opponent is. Since shrunk characters in the BBB don't have 
slower running (or other movement), their increased DCV makes some 
sense. Imagine trying to swat a bug that can move 6"/phs. It takes him 
only a fraction of a second to move a few inches, whereupon your fist 
misses. This is why flies are so hard to hit, so long as they can 
move. However, if this increased mobility compared to body size is the 
reason shrunk characters are hard to hit, then it applies no matter 
who they fight with, regardless of size. 
 
<snip> 
 
> Travel Through Phone Lines 
>  
> Some characters can get small enough to travel through the phones 
> lines. 
<snip> 
> Traveling at the speed of sound will still take a few seconds for a 
> long-distance call. Nowadays, many phone lines are fiber optic, and 
> don't transmit at the speed of sound, but the speed of light. 
 
Uh, phone transmissions under normal circumstances travel at the speed 
of electricity, not sound. If they traveled at the speed of sound 
(roughly 745mph), it would take an hour for someone 745 miles away to 
hear you. Even calling someone a mile away would create an added delay 
of several seconds between a question and a reply. 
 
The speed of electricity, under ideal conductivity, is the speed of 
light. Through copper wiring, it is still about 1/4 the speed of 
light, an insignificant difference at planetary distances on a 
segments/phases/turns time scale. 
 
Filksinger 
The more I learn about computers, and the more I talk to the experts, the more I realise I will be making stupid mistakes for the rest of my life. 
 
From ???@??? Thu Jun 19 20:43:04 1997 
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From: "David Nasset, Sr." <Filksinger@gr.cc.wa.us> 
Date: Thu, 19 Jun 1997 02:13:00 +0000 
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Subject: Re: Nonstandard  settings = Dark Wheel Galaxy 
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>  
> > Actually, I'd meant to post to ask people what unusual  
> > settings they'd used Hero for other then the 'dark champions'  
> > or '4 color superhero' genres.   
> >  
> > Can you tell us more about this ? 
> >  
> > Curt Hicks 
>  
> I have a campaign setting that I haven't used yet, but intend to 
> eventually. I call it, "The Unredeemed". It is set in what appears 
> to the average man to be the real world, but all of the characters 
> know that something is very, very, wrong. 
>  
> The characters are people who have all had bad lives, or who have 
> been outright evil. Then one day, they encounter the _real_ evil, 
> and are desperate to stop it. 
>  
> Characters might include a heroin-addicted housewife turned hooker 
> for fun, who was dragged into a sex-death black magic cult; a 
> businessman who unknowingly used his mind control powers to 
> manipulate and destroy people, who one day has dinner at his boss's 
> house where he is offered mentoring in the _real_ uses of such 
> power; and a Mob hit man who is haunted by buried memories of 
> Something he saw in Viet Nam, something much worse than napalming 
> children, something that makes him want to kill every man he sees, 
> in case one of Those is riding him. 
>  
> The idea is that magic is on the rise again after thousands of 
> years, but that due to careful planning and unsuspected hidden power 
> sources, evil is ready while good is not. The most powerful good 
> person has been forced to call together these people, offering them 
> the chance to buy back their souls. 
>  
> Another campaign that I used, though the unusual aspects have been 
> mostly bypassed so far, was based upon a short story I once read. 
> The aliens land and prepare their terror weapons to intimidate the 
> natives, who are unable to resist. After all, they don't even have 
> anti-grav and hyperwave, and no race has weapons nearly this 
> powerful and frightening without first developing those two forces. 
>  
> When the diplomats and the scientists come up to the craft, with the 
> marines hiding in the bushes, the aliens come out and fire upon the 
> diplomats. 
>  
> With flintlocks. 
>  
> The human race, as a result, owns working antigrav and hyperdrive 
> within about 5 minutes. The devices are actually extremely simple, 
> so simple that they are made _by accident_ by most races in the 
> Bronze Age. Humans, somehow, missed them entirely for millennia. 
>  
> In my campaign, the devices turned out to be psionic-based, and 
> almost no human could use them. A few could under the influence of 
> various drugs that were becoming popular among the neo-hippies of 
> the early 21st Century. As a result, a wide variety of extremely odd 
> and radical groups became the first humans to colonize the stars. 
> Shortly afterwards, the devices were redesigned for non-psionic use, 
> and everyone else set out to try to find their own personal planet. 
> This happened four hundred years ago. 
>  
> This allows you to meet anything from spaceships with cannons that 
> belong on a galleon, to worlds dominated by every weird religion, 
> political system, or lifestyle you can imagine. Additionally, as 
> mankind moves out into the galaxy, he is beginning to discover that 
> he isn't quite number one in the technological, power, or 
> destructiveness circles. 
>  
> Filksinger 
 
From ???@??? Thu Jun 19 20:43:10 1997 
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From: "David Nasset, Sr." <Filksinger@dns01.ops.usa.net> 
Date: Thu, 19 Jun 1997 02:13:01 +0000 
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Subject: Re: stupid shrinking tricks 
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> But if I really wanted to get picky, an electron from one phone 
> isn't the one that travels all the way to the other phone.  The real 
> world is so unforgiving ;( 
 
In a world where the simple rules of balance (which make it  
impossible to grab the trunk of a car and lift it, no matter what  
your strength, unless you are much heavier than the car) don't even  
apply, you are going to get picky about particle physics? 
 
Filksinger 
"No Silicon Heaven? Then where do all the calculators go when they die?" 
 
From ???@??? Thu Jun 19 20:43:11 1997 
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From: "David Nasset, Sr." <Filksinger@dns01.ops.usa.net> 
Date: Thu, 19 Jun 1997 02:13:00 +0000 
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Subject: Re: Code vs Killing 
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> > looking for a bit of advice.. 
> >  
> > How do other GMs handle a character who has code vs killing.. and 
> > kills? 
> >  
> > Let me point out up front - this hasn't happened.. YET.  But I'm 
> > expecting it to. 
>  
> If you don't mind that he doesn't have a Code vs. Killing, let him 
> buy it off. Point out that you are the arbiter of what his 
> disadvantage means, and that if he won't follow it, he has to pay to 
> remove it. After all, "reluctance to kill" is a standard  no-point 
> Disadvantage for 4-color comics, so if his character is merely 
> reluctant to kill, he gets no points. 
>  
> However, if you want him to stop behaving like that, and live up to 
> the disadvantage (as you apparently originally intended), there are 
> a few possibilities. Keep in mind that these can backfire, so if it 
> starts to cause problems, just insist that he buy it off and leave 
> it at that. 
>  
> I would suggest that you start by privately talking to the other 
> players. Point out that, according to official sources, characters 
> with 20pt. Code vs Killing will _not_ tolerate killing under any 
> circumstances. Point out that their _characters_, at the very least, 
> are extremely disturbed by this sort of behavior, and ask that they 
> play that in character. 
>  
> Second, let NPCs start disapproving of the character's behavior. If 
> a relationship begins to form with an NPC, let it be damaged or 
> ruined when the NPC sees how "trigger happy" he is. Let other heroes 
> who see this behavior start to shun him, and by association, the 
> rest of the group. If they are part of an official group, sanction 
> him. 
>  
> Next step, give him some publicity. Let his quirk be broadcast by 
> Gyro Jim live during a battle. Let the public start showing 
> disapproval for him. Have children ask him why he wants to kill 
> people. 
>  
> If this doesn't work, then try the Guilt Complex. This was a 
> powerful supervillian group written up in an early Adventurer's 
> Club, intended to deal with powergamers, but it can be adapted to 
> this purpose. The Guilt Complex was a group of supers who were more 
> than a match for police because of their attack powers and high DCV, 
> but not the heroes. They could be a little hard to hit at first, and 
> give the heroes some trouble to begin with. If the heroes unleashed 
> their full might upon them, however, they fell over dead. 
>  
> Variations include a Viper plot wherein an innocent man is put in 
> remote controlled power armor and sent to attack the heroes, or a 
> villian is created who humiliates a hero, then a normal is forced to 
> play his part in a heist, with the problem character mad enough to 
> shoot him dead. Giving a villian a really good motivation to commit 
> crime (mother needs $50,000 for operation, etc.) and DNPCs (said 
> dying mother works well) who will make the hero feel really bad is 
> also a good one. 
>  
> Basically, though, I don't think there is a solution that will 
> change the character's behavior. The player wants to play a hero who 
> will kill at times, and will do so no matter what you do. I 
> recommend that you either allow him to play that character, perhaps 
> after a very minor round of the above to let him know there are 
> disadvantages to this behavior in a 4-color campaign, or, if the 
> character is unacceptable for the campaign either change or replace 
> the campaign, or replace him. That is what I had to do the last time 
> I had a player like that, though mine was a much worse case. 
>  
> Filksinger 
The more I learn about computers, and the more I talk to the experts, the more I realise I will be making stupid mistakes for the rest of my life. 
 
From ???@??? Thu Jun 19 20:43:13 1997 
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From: "David Nasset, Sr." <Filksinger@gr.cc.wa.us> 
Date: Thu, 19 Jun 1997 02:13:00 +0000 
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Subject: RE: Champions: New Millenium 
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> To make a long email shorter, i subscribed here to learn about C:NM 
> and see what Champions fans thought of it, but  I haven't even seen 
> it mentioned.SO I am curious... is it that bad? 
 
No, it isn't bad. In fact, I am considering using it for everything  
_except_ my superhero games. 
 
I particularly liked the part where every point of characteristic  
counts. If a normal man buys one point of Strength, for instance, he  
is actually stronger than a man who didn't, and it impacts the game.  
Further, a having a high dexterity or a high skill influences the  
odds considerably more than under the Hero System. 
 
Under the old Hero System, a man who had maximum human dexterity was  
only +2 at performing DEX-based skills, which isn't much of a  
difference. Under the Fuzion system, a character who is very very good  
(say 7 for both skill and characteristic) is incapable of failing at  
a task that is seriously challenging to your average beginner( say 2  
for both skill and characteristic). 
 
It is often stomped for three main reasons. One, the complexity of  
the Hero System power design long ago drove off most GMs who don't  
like the extreme precision with which you can design powers, or who  
can't handle the math. Therefore, this is considered a disadvantage  
to most Hero GMs, though many people will find it an advantage. 
 
Secondly, there is, compared to Hero, a severe dearth of powers. This  
is especially true when you consider that power Advantages and  
Limitations have created a great many power variations that could be  
treated as completely separate powers. Two obvious ones that are  
often complained about are Damage Shield and Autofire, but there are  
many others. 
 
Last, but not least, the rules are very unclear in many cases. In  
fact, if you picked up the rules from the 'net, as I did, it is even  
worse, as example characters are a must to make sense of these rules. 
 
Filksinger 
 
From ???@??? Thu Jun 19 20:43:15 1997 
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Date: Thu, 19 Jun 1997 06:19:14 -0400 (EDT) 
Message-ID: <970619061913_879137324@emout18.mail.aol.com> 
Subject: Uthden Troll stats on the way honest ! 
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Just a quick note to all on the list that the stats for my mtg/fh conversion 
of the Uthden Troll is on it's way at last ! 
Hopefully, there won't be any great delay in getting The Dragon Whelp posted. 
 
Chuff78002. 
 
From ???@??? Thu Jun 19 20:43:15 1997 
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Subject: Transparent force walls 
Date: Thu, 19 Jun 97 06:53:49 -0500 
From: Fugazi <fugazi@frontiernet.net> 
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-- [ From: Fugazi * EMC.Ver #2.5.02 ] -- 
 
	"A Force Wall can be made transparent to one category of attack by buying 
the entire Force Wall witha +1/2 Power Advantage.  Of course, the Force 
Wall's transparent defense should be 0." 
 
	This is the line about Force Walls in the rules book that confuses me.  
Okay, so a PD transparent entangle can be shot through without damaging the 
entangle, unless the tangle is specifically targeted, right?  However, 
according to this line, a PD transparent Force Wall will go down the minute 
it is targeted, as its "transparent defense should be 0."  Even though a PD 
transparent entangle still has its PD def, its just ignored until its 
concentrated on. 
	I had originally thought that you can create a Force Wall that cannot be 
destroyed by attacks from one category, if it is bought transparent to that 
category.  Sort of a trade off, as the person "caged" by the Force Wall can 
use that category to attack through the wall also.  But if it works like an 
entangle, and it can be attacked by that category if the attacker 
specifically focuses on the force wall, then the instant it is hit its going 
down.  Which sounds more like a limitation than an advantage to me. 
 
	What do you think? 
 
					Thanks, 
					Fugazi 
 
From ???@??? Thu Jun 19 20:43:18 1997 
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Message-ID: <33A92467.3663@apeleon.net> 
Date: Thu, 19 Jun 1997 06:21:59 -0600 
From: Curtis Gibson <Mhoram@apeleon.net> 
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Subject: Re: Nonstandard  settings = Dark Wheel Galaxy 
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David Nasset, Sr. wrote: 
 
> > Another campaign that I used, though the unusual aspects have been 
> > mostly bypassed so far, was based upon a short story I once read. 
> > The aliens land and prepare their terror weapons to intimidate the 
> > natives, who are unable to resist. After all, they don't even have 
> > anti-grav and hyperwave, and no race has weapons nearly this 
> > powerful and frightening without first developing those two forces. 
> > 
> > When the diplomats and the scientists come up to the craft, with the 
> > marines hiding in the bushes, the aliens come out and fire upon the 
> > diplomats. 
> > 
> > With flintlocks. 
> > 
> > The human race, as a result, owns working antigrav and hyperdrive 
> > within about 5 minutes. The devices are actually extremely simple, 
> > so simple that they are made _by accident_ by most races in the 
> > Bronze Age. Humans, somehow, missed them entirely for millennia. 
 
A small digression..... 
 
"The Road Less Taken" by Harry Turtledove.  
it is in the collection _Kaliedascope_. 
 
 
One of my favorite stories in the world. The anigrav as described in the 
story has no ancillary uses the way electricty does, so once it is 
discovored all the science goes to perfecting that.  
 
One of the best sequences... The aliens that were captured had just 
finished talking to the humans, and nuclear weapons were mentioned.  
 
One says to the other "one weapon that can destroy a city... i don't 
believe it"  
The other responds "I do, there is fear in his voice when he speaks of 
it." 
 
Returning to regular thread. 
 
 
--  
-Mhoram 
Why is it a penny for your thoughts, but you have to put your 
 two cents in. Somebody's makin' a penny somewhere. -Stephen Wright 
Mhoram's Fantasy Hero Domain: 
http://apeleon.net/~mhoram/hero/FHsplash1.htm 
 
From ???@??? Thu Jun 19 20:43:20 1997 
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Message-ID: <33A92639.52E8@apeleon.net> 
Date: Thu, 19 Jun 1997 06:29:45 -0600 
From: Curtis Gibson <Mhoram@apeleon.net> 
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Subject: Re: nonstandard settings 
References: <199706142001.PAA20583@b04b17.exu.ericsson.se> 
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Curt Hicks wrote: 
>  
> Mike Sprague <sprague@VivaNET.com> wrote: 
> > Curt Hicks wrote: 
> > > Actually, I'd meant to post to ask people what unusual 
> > > settings they'd used Hero for other then the 'dark champions' 
> > > or '4 color superhero' genres. 
> > > 
 
> Basically unusual genres or combinations of genres that require a bit of 
> background explanation...  Actually what I'm thinking about is starting another 
> type of game rather than my long-running superhero game.. 
>  
> Curt 
 
My fantasy Hero was a genre bender. I was translational (ie people 
coming from earth), but that does exist in the source literature so I'm 
not exactly sure that is 'unusual' enough. 
 
The strangest ones I have run was short lived but fun.  
 
One was set in a near future. PC belonged to a multi-sport entertainment 
circuit. It combined null grav Boxing/Pro Wrestling (one event), 
autoduelling (a second event), a team game reminiscent of the thing seen 
in battlestar Galactica ( the third event), and a Rollerball-esque game. 
The PCs had to be able to compete in all four, but only had to be 
specialized in one (they were a rollerball team, with individual 
specializations). Half the adventures were doing the 'sports' (like 
doing tourneys in a ninja-hero thing) and the rest were mysteries and 
such. Herioc level, but on 200+ points.  
 
Another was a group that lived on a near future frontier world, with a 
culture almost identical to the old west, but your horse (in effect) was 
a mecha. The PCs were a Rock band/Con artist team. The planet had 
dinasour-like native life on a desert terrain.  
 
 
 
--  
-Mhoram 
Why is it a penny for your thoughts, but you have to put your 
 two cents in. Somebody's makin' a penny somewhere. -Stephen Wright 
Mhoram's Fantasy Hero Domain: 
http://apeleon.net/~mhoram/hero/FHsplash1.htm 
 
From ???@??? Thu Jun 19 20:43:31 1997 
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From: Darrin.Kelley@october.com (Darrin Kelley) 
Date: 18 Jun 97 08:37:04 GMT 
Subject: babylon revisited 
Message-Id: <3a6_9706190737@october.com> 
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    Please ignore this message, if you have no interest in this subject 
matter, or if you are sick to death of this subject. I simply don't need 
the hate mail. 
 
    I was asked privately by a Mailing List regular to post a 
description of the die rolling method used in The Babylon Project, 
to further illustrate why I gave that game such a scathing review. 
Though I was quite literal and direct when confronted by the game's 
author, I did not not elaborate any further than simply presenting my 
own opinion. The following corrects that problem. 
 
    The Babylon Project is a target-number based game system. The dice 
rolled represent positive or negative modifiers that are applied to a 
base which is usually gained from adding the total of a stat plus a 
skill. 
 
    The actual die rolling method itself is fairly simple. One red 
six-sided die and one green six sided die are rolled together to 
generate a total for each task. The lowest of the two dice renders the 
total. Red equaling negative, green equaling positive. With doubles 
equaling zero. Except when rolling snake-eyes or boxcars. Snake-eyes 
produces a zero result and a spectacular failure. Boxcars produces a 
zero result and a spectacular success. But that success or failure is a 
side effect, and does not effect the final outcome of that roll. 
 
    My criticisms stemmed from the fact that I percieve the die 
rolling method itself as being too random. With almost equal chances of 
rolling either positive, negative, or zero modifiers. Zero modifiers 
have an almost 50-50 chance of producing success or failure. Negative 
modifiers are almost a guarantee of failure. And any positive modifier, 
at all, seems to produce success. 
 
    This die system, in accordance with a target number system that is 
very tight numerically, produces the results in accordance with the 
extreme amount of randomness that I described previously. Regardless of 
the individual character's stat or skill level, or the combination of 
the two, the chance of success or failure stays almost 50-50. 
 
    Such a basic problem places a stark limit on The Babylon Project's 
playability, as a game system. And because of this problem, the GM is 
forced to intervene far more often than in a game system, such as Hero, 
whose die rolling system actually operates on a coherent bell curve. 
___ 
 X SLMR 2.1a X My reality check just bounced. 
 
From ???@??? Thu Jun 19 20:43:34 1997 
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From: Darrin.Kelley@october.com (Darrin Kelley) 
Date: 18 Jun 97 08:37:04 GMT 
Subject: babylon revisited 
Message-Id: <3a5_9706190737@october.com> 
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    Please ignore this message, if you have no interest in this subject 
matter, or if you are sick to death of this subject. I simply don't need 
the hate mail. 
 
    I was asked privately by a Mailing List regular to post a 
description of the die rolling method used in The Babylon Project, 
to further illustrate why I gave that game such a scathing review. 
Though I was quite literal and direct when confronted by the game's 
author, I did not not elaborate any further than simply presenting my 
own opinion. The following corrects that problem. 
 
    The Babylon Project is a target-number based game system. The dice 
rolled represent positive or negative modifiers that are applied to a 
base which is usually gained from adding the total of a stat plus a 
skill. 
 
    The actual die rolling method itself is fairly simple. One red 
six-sided die and one green six sided die are rolled together to 
generate a total for each task. The lowest of the two dice renders the 
total. Red equaling negative, green equaling positive. With doubles 
equaling zero. Except when rolling snake-eyes or boxcars. Snake-eyes 
produces a zero result and a spectacular failure. Boxcars produces a 
zero result and a spectacular success. But that success or failure is a 
side effect, and does not effect the final outcome of that roll. 
 
    My criticisms stemmed from the fact that I percieve the die 
rolling method itself as being too random. With almost equal chances of 
rolling either positive, negative, or zero modifiers. Zero modifiers 
have an almost 50-50 chance of producing success or failure. Negative 
modifiers are almost a guarantee of failure. And any positive modifier, 
at all, seems to produce success. 
 
    This die system, in accordance with a target number system that is 
very tight numerically, produces the results in accordance with the 
extreme amount of randomness that I described previously. Regardless of 
the individual character's stat or skill level, or the combination of 
the two, the chance of success or failure stays almost 50-50. 
 
    Such a basic problem places a stark limit on The Babylon Project's 
playability, as a game system. And because of this problem, the GM is 
forced to intervene far more often than in a game system, such as Hero, 
whose die rolling system actually operates on a coherent bell curve. 
___ 
 X SLMR 2.1a X My reality check just bounced. 
 
From ???@??? Thu Jun 19 20:43:41 1997 
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Date: Thu, 19 Jun 1997 11:52:52 -0300 (ADT) 
From: Trevor Barrie <tbarrie@ibm.net> 
X-Sender: tbarrie@drollsden 
Subject: Re: Transparent force walls 
In-Reply-To: <199706191052.GAA121728@node1.frontiernet.net> 
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On Thu, 19 Jun 1997, Fugazi wrote: 
 
> 	I had originally thought that you can create a Force Wall that cannot 
> be destroyed by attacks from one category, if it is bought transparent to 
> that category. 
 
Correct. 
 
> But if it works like an entangle, and it can be attacked by that category if 
> the attacker specifically focuses on the force wall, then the instant it is 
> hit its going down. 
 
It doesn't work like an Entangle. The description of the "transparent 
Entangle" advantage says that it can still be damaged by an attack 
directed at the Entangle itself; the "transparent Force Wall" advantage 
makes no such allowance. 
 
From ???@??? Thu Jun 19 20:43:42 1997 
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Subject: Extended Characters & Garbled Emails 
Date: Thu, 19 Jun 97 11:06:51 -0400 
x-sender: DFair@pop.worldweb.net 
x-mailer: Claris Emailer 2.0, March 15, 1997 
From: "David A. Fair" <DFair@sdslink.com> 
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On 6/18/97 3:45 PM, Dave Mattingly (DaveM@FocusSoft.com) Said: 
 
>>Unfortunately, your email seems a bit garbled.  Some of 
>>the words in it ar replaced with <BD> or <BE>.   
> 
>The copy that came back to me looked okay. Did anyone else have this 
>problem? 
 
If you use any extended characters for fractions or other symbols, as it  
appears that you did (which is usually a very good practice, from a  
readability standpoint), people who read the email on a platform that  
uses a different extended character set, will not get the same  
characters.  
 
Since Unix, Windows (3.x, 95, NT), and Macintosh systems all use  
different character sets for those characters in the 128-255 range of the  
ASCII chart, you should not use them for email, or HTML documents. Use  
the regular 1/2, 3/4, etc. despite the fact that it is less readable. 
 
  .oooO        | 
  (   ) Oooo.  | David A. Fair 
   \ (  (   )  | SDS International 
    \_)  ) /   | dfair@sdslink.com 
        (_/    | 
 
From ???@??? Thu Jun 19 20:43:44 1997 
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Date: Thu, 19 Jun 1997 11:09:07 -0400 (EDT) 
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From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Transparent force walls 
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>	"A Force Wall can be made transparent to one category of attack by buying 
>the entire Force Wall witha +1/2 Power Advantage.  Of course, the Force 
>Wall's transparent defense should be 0." 
> 
>	This is the line about Force Walls in the rules book that confuses me.  
>Okay, so a PD transparent entangle can be shot through without damaging the 
>entangle, unless the tangle is specifically targeted, right?  However, 
>according to this line, a PD transparent Force Wall will go down the minute 
>it is targeted, as its "transparent defense should be 0."  Even though a PD 
>transparent entangle still has its PD def, its just ignored until its 
>concentrated on. 
>	I had originally thought that you can create a Force Wall that cannot be 
>destroyed by attacks from one category, if it is bought transparent to that 
>category.  Sort of a trade off, as the person "caged" by the Force Wall can 
>use that category to attack through the wall also.  But if it works like an 
>entangle, and it can be attacked by that category if the attacker 
>specifically focuses on the force wall, then the instant it is hit its going 
>down.  Which sounds more like a limitation than an advantage to me. 
> 
>	What do you think? 
 
I think you're being unnecessarily literal. Transparant Force Wall does not 
equal Transparant Entangle. Two entirely different mechanics. Physical 
Attacks pass entirely through PD Transparant Force Walls without bringing 
down the wall. 
 
---------------------------------------------------------------------------- 
"Well, seeing as how this is a particle projection weapon pushing electrons 
and charged protons across a 400 gigawatt laser path, it may be a little 
difficult for you magic to absorb the nuclear feedback. So the question you 
gotta ask yourself isn't 'Do I feel lucky?'... 'cause I know you don't! The 
question IS 'Any last words?'" 
"Yup. BYE!" <pop> 
-Gold Digger 
---------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
 
 
From ???@??? Thu Jun 19 20:43:45 1997 
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Subject: RE: Density Reduction 
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Eric said: 
 
>shrinking with a no size reduction limitation  
>but only a -1/2 limit? 
 
I had thought about a -1, but when used by someone with great mass, it 
can be quite useful. Especially on a character with Growth or Density 
Increase, the ability to walk normally across a floor can be quite 
useful. I set the cost at -1/2 because I wanted to prevent abuse. 
 
>I guess you could bring the cost down with a power framework. 
 
Yes, if you look at the sample characters in my article, the density 
controller, Inertia, uses this power in a multipower. 
 
Dave Mattingly 
http://www.geocities.com/area51/cavern/1905/pwrpnt.html 
 
From ???@??? Thu Jun 19 20:43:46 1997 
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From: Dave Mattingly <DaveM@FocusSoft.com> 
Subject: RE: Extended Characters & Garbled Emails 
Date: Thu, 19 Jun 1997 13:06:06 -0400 
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>If you use any extended characters for fractions or other symbols, as 
it  
>appears that you did (which is usually a very good practice, from a  
>readability standpoint), people who read the email on a platform that  
>uses a different extended character set, will not get the same  
>characters.  
 
Actually, I didn't do it on purpose, I just cut-and-pasted from my web 
page. That must be why I've never run into this before. I generally type 
rather than copy my messages. 
 
Thanks for the info, everyone! 
 
Dave Mattingly 
 
From ???@??? Thu Jun 19 20:43:47 1997 
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From: "David Nasset, Sr." <Filksinger@dns01.ops.usa.net> 
Date: Thu, 19 Jun 1997 10:06:57 +0000 
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Subject: Email confusion 
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You may have noticed that I posted an awful lot of emails lately, and  
that most of them seem to be copies of other notes. I have just  
discovered that my email software has been sending most of my notes  
to the originator, and not to the list. I sent them on again, but  
forgot to correct the "quoted text" phenomenon until I was half way  
through. 
 
I will be separating all of these notes from my other email to  
prevent further problems. To all concerned, while my original email  
address was filksinger@usa.net, my new address will shortly be  
filkhero@usa.net. All email sent to the old address will still be  
received by me, however. 
 
Sorry for the off topic post. 
 
Filksinger 
The more I learn about computers, and the more I talk to the experts, the more I realise I will be making stupid mistakes for the rest of my life. 
 
From ???@??? Thu Jun 19 20:43:48 1997 
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From: "David Nasset, Sr." <Filksinger@dns01.ops.usa.net> 
Date: Thu, 19 Jun 1997 10:06:57 +0000 
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Subject: Re: CHAR: Dr. Maxim Travnicek 
Priority: normal 
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> DOCTOR MAXIM TRAVNICEK 
>  
> Designers Notes: 
> Travnicek is tall (6'2") and thin (165 lbs), with graying blond hair 
> and thick glasses.  He is ill tempered and a misanthrope, who really 
> can't stand most people.  His wild card power has turned him into a 
> brilliant cyberneticist capable of building amazing inventions (see 
> Modular Man). Unfortunately, his creative process seems geared to 
> creating one-of-a-kind devices and he has yet to produce the Modular 
> Man series of robots like he originally planned. 
 
Actually, he isn't brilliant at all. According to one of the books,  
investigation into the incredible devices produced by aces shows that  
they are unworkable, often constructed of completely useless  
materials (for example, an electronic device made of strings and  
bobby pins). Travnicek isn't brilliant, he powers Modular Man by his  
own psychic ace powers. This is why he cannot create anything  
else, because he is out of power. Modular Man cannot be copied,  
because he couldn't work if his creator wasn't an ace. 
 
Note that if Travnicek were to die, Modular Man would probably be  
destroyed instantly. It is possible, however, that MM's own sentience  
includes the mental power to keep himself running. 
 
Filksinger 
The more I learn about computers, and the more I talk to the experts, the more I realise I will be making stupid mistakes for the rest of my life. 
 
From ???@??? Thu Jun 19 20:43:50 1997 
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Date: Thu, 19 Jun 1997 13:26:11 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: CHAR: Dr. Maxim Travnicek 
In-Reply-To: <19970619170954.22335.qmail@dns01.ops.usa.net> 
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> > DOCTOR MAXIM TRAVNICEK 
> >  
> > Designers Notes: 
> > Travnicek is tall (6'2") and thin (165 lbs), with graying blond hair 
> > and thick glasses.  He is ill tempered and a misanthrope, who really 
> > can't stand most people.  His wild card power has turned him into a 
> > brilliant cyberneticist capable of building amazing inventions (see 
> > Modular Man). Unfortunately, his creative process seems geared to 
> > creating one-of-a-kind devices and he has yet to produce the Modular 
> > Man series of robots like he originally planned. 
>  
> Actually, he isn't brilliant at all. According to one of the books,  
> investigation into the incredible devices produced by aces shows that  
> they are unworkable, often constructed of completely useless  
> materials (for example, an electronic device made of strings and  
> bobby pins). Travnicek isn't brilliant, he powers Modular Man by his  
> own psychic ace powers. This is why he cannot create anything  
> else, because he is out of power. Modular Man cannot be copied,  
> because he couldn't work if his creator wasn't an ace. 
 
That is a debatable point.  The GURPS Wild Cards sourcebook states that he 
did develop some nice 'real world' inventions before creating Modular Man, 
and that he had a number of revolutionary theories, but his bad tempered 
nature kept them from getting the proper attention.  Now as to Mod Man 
being powered by Travnicek, that's an interesting idea, but after 
Travnicek went joker, Mod Man stil worked (even if Travnicek's enchanced 
intellect didn't). 
 
> Note that if Travnicek were to die, Modular Man would probably be  
> destroyed instantly. It is possible, however, that MM's own sentience  
> includes the mental power to keep himself running. 
 
I'm more likely to support that theory. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
From ???@??? Thu Jun 19 20:43:51 1997 
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From: Eric Burns <burns@cug.dorm.usm.maine.edu> 
Message-Id: <199706191900.PAA24406@usmcug.usm.maine.edu> 
Subject: Wild Cards Question 
Date: Thu, 19 Jun 1997 15:00:10 -0400 (EDT) 
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I already bugged one of you about the Wild Cards stuff, but 
I have one small question... what's the difference between 
a "Joker" and an "Ace"?  I'm trying to follow these discussions 
a little bit and I have next to zero knowledge about the 
series of books.  Sorry to be a newbie pain in the neck about 
this, but I'm curious... 
 
-Eric 
 
From ???@??? Thu Jun 19 20:43:52 1997 
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Date: 	Thu, 19 Jun 1997 10:14:36 -1000 
From: Richard Scott <rscott@hawaii.edu> 
X-Sender: rscott@uhunix2 
cc: champ-l@omg.org 
Subject: Re: Wild Cards Question 
In-Reply-To: <199706191900.PAA24406@usmcug.usm.maine.edu> 
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Here is what the wild card virus does :- 
 
 
Of people infected 
 
Kills 90% horribly painfully 
9% it inflicts gross deformities of some kind or another on (jokers) 
1% it gives amazing powers to, well they can be useless amazing powers :) 
these 1% are the aces. 
 
Richard Scott (rscott@hawaii.edu) 
--You were spectacular, Bob.  But not very effective. 
South Melbourne official when the legendary Bob Pratt failed to win 
South's 1934 best and fairest despite kicking a league record 150 goals. 
 
On Thu, 19 Jun 1997, Eric Burns wrote: 
 
> I already bugged one of you about the Wild Cards stuff, but 
> I have one small question... what's the difference between 
> a "Joker" and an "Ace"?  I'm trying to follow these discussions 
> a little bit and I have next to zero knowledge about the 
> series of books.  Sorry to be a newbie pain in the neck about 
> this, but I'm curious... 
>  
> -Eric 
>  
 
From ???@??? Thu Jun 19 20:43:54 1997 
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Date: Thu, 19 Jun 1997 16:08:24 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Hero Character Adaption <catdrag@vnet.net&> champion@cyberhighway.net, 
        Champions Character List <deejay@cu-online.com&> 
        greenlucifer@geocities.com, jdriscol@vt.edu, 
        Rob Rutherford <mirage@hpserv.keh.utulsa.edu&> sourdust@ix.netcom.com, 
        robertni@us.ibm.com, teriaca@omnifest.uwm.edu, vances@sympatico.ca, 
        Weasel Attack!!! <weasel-patrol@otd.com> 
Subject: CHAR: Fantasy 
Message-ID: <Pine.SUN.3.96.970619160737.17136M-100000@access1.digex.net> 
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X-UIDL: bca95f3e0bed2737f30ac64804c4ec61 
 
FANTASY 
(Asta Lenser) 
 
Designers Notes: 
Fantasy is a ballet dancer for the American Ballet Theater.  She's 5'5" 
tall and weighs 110 lbs.  She has the power to mesmerize men when she 
dances.  She works for Kien Phuc as a spy (and his occasion mistress). 
he, in return, keeps her supplied with money and cocaine.  Fantasy is 
quite amoral and very much a hedonist. 
 
The Character: 
 
STAT		VAL		COST 
Str		11		1 
Dex		18		24 
Con		13		6 
Body		11		2 
Int		14		4 
Ego		13		6 
Pre		10		0 
Com		16		3 
PD		3		1 
ED		3		0 
Spd		3		2 
Rec		5		0 
End		26		0 
Stun		24		0 
Char Total			49 
Power Total			94 
Total Cost			143 
 
COST	POWERS & SKILLS 
60	Mind Control: 12d6, Telepathic (+1/4), Single Message: "You want 
	me" (-1/2), Radius of Effect (x4) (+1 1/2), 0 END, No Range, 
	Gestures (dancing) (-1/2), Extra Time (phase) (-1/4), Affects men 
	only (-1/2), Only affects those in line of sight (-1/2) 
 
5	Wealth 
3	Contact: Shadow Fist Society 12- 
3	Conversation 12- 
3	High Society 12- 
3	KS: Dancing (DEX) 13- 
5	KS: Shadow Fist Society 14- 
5	PS: Ballet Dancer (DEX) 15- 
7	Seduction 14- 
 
Disadvantages 
75	Base 
15	Phys: Addicted to Cocaine 
10	Psych: Bad Tempered 
15	Psych: Greedy 
15	Psych: Lecherousness 
10	Watched: Shadowfist Society (MoPow) 11- 
3	Experience 
 
(Fantasy created by Melinda Snodgrass, character sheet created by Michael 
Surbrook) 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
From ???@??? Thu Jun 19 20:43:55 1997 
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Date: Thu, 19 Jun 1997 16:42:55 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Wild Cards Question 
In-Reply-To: <Pine.GSO.3.95q.970619101335.25735A-100000@uhunix2> 
Message-ID: <Pine.SUN.3.96.970619162425.17136N-100000@access1.digex.net> 
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On Thu, 19 Jun 1997, Richard Scott wrote: 
 
> Here is what the wild card virus does :- 
>  
>  
> Of people infected 
>  
> Kills 90% horribly painfully 
 
Well, most die pretty horrible, some die quite quickly...  Many of the 
deaths seem to be from 'partial' power manifestations.  Wild Cards Book I 
has an excellent story by Roger Zelazny dealing with Croyd Crensen's 
experiences onthe streets when the virus struck.  People expolding, 
burning up, melting into puddles, dissolving etc. 
 
> 9% it inflicts gross deformities of some kind or another on (jokers) 
 
Some cases the deformities are useful - see Peregrine's wings.  Also, one 
gets 'joker-aces' like Troll, who is 9' tall and green, but also immune to 
pistols and can lift several tons. 
 
> 1% it gives amazing powers to, well they can be useless amazing powers :) 
> these 1% are the aces. 
 
"Useless amazing powers" are called 'dueces'.   
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
From ???@??? Thu Jun 19 20:43:56 1997 
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 19 Jun 1997 16:11:08 CDT 
Date: Thu, 19 Jun 1997 16:09:06 -0500 
From: Alex Rojas <rojasa@uthscsa.edu> 
Subject: Re: Wild Cards Question 
X-Sender: rojasa@arwen.uthscsa.edu 
Message-id: <3.0.1.32.19970619160906.006bfd48@arwen.uthscsa.edu> 
MIME-version: 1.0 
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I thought most of the 1% that didn't die and didn't become jokers became 
Dueces?  They actually got a weak power (TK just strong enough to move a 
penny). 
 
Alex 
 
From:   "rscott@hawaii.edu"  "Richard Scott" 
>Here is what the wild card virus does :- 
> 
>Of people infected 
> 
>Kills 90% horribly painfully 
>9% it inflicts gross deformities of some kind or another on (jokers) 
>1% it gives amazing powers to, well they can be useless amazing powers :) 
>these 1% are the aces. 
> 
>Richard Scott (rscott@hawaii.edu) 
>--You were spectacular, Bob.  But not very effective. 
>South Melbourne official when the legendary Bob Pratt failed to win 
>South's 1934 best and fairest despite kicking a league record 150 goals. 
> 
>On Thu, 19 Jun 1997, Eric Burns wrote: 
> 
>> I already bugged one of you about the Wild Cards stuff, but 
>> I have one small question... what's the difference between 
>> a "Joker" and an "Ace"?  I'm trying to follow these discussions 
>> a little bit and I have next to zero knowledge about the 
>> series of books.  Sorry to be a newbie pain in the neck about 
>> this, but I'm curious... 
>> 
>> -Eric 
 
From ???@??? Thu Jun 19 20:43:57 1997 
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Date: Thu, 19 Jun 1997 14:57:59 -0700 (PDT) 
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From: sd131@csufresno.edu (Keith Curtis) 
Subject: Re: CHAR: Dr. Maxim Travnicek 
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At 5:26 PM 6/19/97, you wrote: 
 
>> Note that if Travnicek were to die, Modular Man would probably be 
>> destroyed instantly. It is possible, however, that MM's own sentience 
>> includes the mental power to keep himself running. 
 
 
Actually, Maxim Travnicek DID die, just before the destruction of the Rox. 
MM was complicit in his death, and continued to function afterward (albeit 
at the loss of a leg). 
 
Keith Curtis 
 
 
From ???@??? Thu Jun 19 21:12:29 1997 
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Date: Thu, 19 Jun 1997 13:53:18 -0400 
From: The THUNDERBIRD <thunder@bconnex.net> 
Organization: The Kingdom of Thunder 
X-Mailer: Mozilla 3.01Gold (Win95; I) 
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Subject: THE HARLEQUIN CHALLENGE (medium long) 
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Another member of this list, provided me with my greatest challenge in 
character creation, in my twenty years of gaming. 
 
In Short -  
Two brothers - One "good", one "not so good".  
A variation on the "Hawk and Dove" theme - (DC Comics)  
After a misadventure, the "not so good" brother gets himself chased by 
the police, and eventually shot, for stealing an ancient mask from a 
museum. 
He manages to reach the "good" brother, before death takes him. 
In a moment of induced insanity, the good brother reacts to the waste of 
life, and the "stupid mask" that indirectly caused his brother's death.  
The "good" brother decides to jump from a height and kill himself . . 
.he jumps . . . the end? 
 
Not the end . . . the "good" brother wakes up, wearing the mask, in a 
brightly coloured costume.  Investigation leads him to discover that his 
dead brother lives on, in side of him, like a disembodied spirit.  In 
this form, the brothers are "twice as strong, agile, enduring, etc"  
They possess the skills and abilities of both brothers, and control of 
the body "flip-flops" from one to the other.   
 
In an attempt to remove the mask, the brothers find that it splits down 
the middle, and in a flash, another change occurs.  Each brother is now 
in a single mask, one of "Comedy" and one of "Trajedy".  They each have 
a physical form, their own martial art skill, and their own powers: the 
ability to conjure "props" (such as cream pies and Shakespearian Skulls) 
and to create realistic illusions. 
 
The two become "superheroes" the "Comedian and the Thespian", and in 
times of great need, the combined power of the Harlequin.  They adopt a 
single secret identity, since when the mask is off, only the one body 
remains.   
 
OKAY - I guess you get the idea. 
Here was the challenge, design a single character, that possesses a 
range of powers, that splits into two distinct characters, each with 
their own powers and limitations. 
Basically, Comedian, the "good" brother, has Judo, and the above listed 
powers with the limitations of "Only Comedy Props and Illusions" (Selser 
bottles, banana peels, neon signs, Merry Go Rounds, etc.)  The "not so 
good one", Thespian, has a harsher Martial Art, and a limitation for 
"dramatic" events (i.e. Bats, storm clouds, swirling capes, and organ 
music).  Harlequin possessed the powers of both, but each time he 
"reformed" thge other brother was in charge of the body, so both were 
reluctant to make the change. 
 
My solution, was to build Harlequin as the "main character" with a 
Multiform.  The Multiform was Comedian, and he had the power of 
Duplication with the limitation, 1 Body, Always On.  The balance of 
points between the three forms was absolute hell.  Thespian was built on 
a certain amount of points, Comedian the same amount, plus duplication 
(strong enough to create the Thespian Body) and the Harliquin had to 
have Multiform powerful enough for the Comedian's total points.  
(Whew!!!!) 
 
Does anyone out there have a simpler way of creating one individual, 
that splits into two unique beings, less powerful than the first? 
 
I'm anxiously awaiting answers . . . 
And if I can find my original solution, I will post those stats . . . 
And EZ, If you're out there, just thinking about this character again is 
reminding me how cool an idea it was, and how frustrating he(they) were 
to create!!! 
 
The THUNDERBIRD 
 
From ???@??? Thu Jun 19 21:12:41 1997 
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Date: Thu, 19 Jun 1997 12:33:19 -0500 
From: Earl Kwallek <earl@thewarren.mil.wi.us> 
Subject: Re: Transparent force walls 
In-Reply-To: <199706191052.GAA121728@node1.frontiernet.net> 
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At 06:53 AM 6/19/97 -0500, Fugazi wrote: 
>-- [ From: Fugazi * EMC.Ver #2.5.02 ] -- 
> 
>	"A Force Wall can be made transparent to one category of attack by buying 
>the entire Force Wall witha +1/2 Power Advantage.  Of course, the Force 
>Wall's transparent defense should be 0." 
> 
>	This is the line about Force Walls in the rules book that confuses me.  
>Okay, so a PD transparent entangle can be shot through without damaging the 
>entangle, unless the tangle is specifically targeted, right?  However, 
>according to this line, a PD transparent Force Wall will go down the minute 
>it is targeted, as its "transparent defense should be 0."  Even though a PD 
>transparent entangle still has its PD def, its just ignored until its 
>concentrated on. 
>	I had originally thought that you can create a Force Wall that cannot be 
>destroyed by attacks from one category, if it is bought transparent to that 
>category.  Sort of a trade off, as the person "caged" by the Force Wall can 
>use that category to attack through the wall also.  But if it works like an 
>entangle, and it can be attacked by that category if the attacker 
>specifically focuses on the force wall, then the instant it is hit its going 
>down.  Which sounds more like a limitation than an advantage to me. 
> 
>	What do you think? 
 
   I've always assumed that if a forcewall is "Transparent" to a particular 
type of attack, that type of attack will pass right through (either 
direction) without affecting the ForceWall in any way... 
   Sort of like the FW being "desolid" to that attack.... If you want to 
build a Forcewall that you can shoot through, but it will stop the same 
attack from outside, buy your attack with Indirect (Starts at outside of 
Forcewall) 
 
From ???@??? Thu Jun 19 21:12:46 1997 
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Date: Thu, 19 Jun 1997 12:25:29 -0500 
From: Earl Kwallek <earl@thewarren.mil.wi.us> 
Subject: Re: Power Question - Reply 
In-Reply-To: <m0weShO-000cgyC@focus.ftn.net> 
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At 05:53 PM 6/18/97 -0500, flacksd@evron.com wrote: 
>There is a character called 'Mr. Nobody' in the Allies supplement.  This 
>would be a good template for the duplicate.  Mr. Nobody can 
>shapechange into any animal (if he makes his skill roll).  He has 
>shapeshift, 0 end, persistant [to become the animal].  A 100 point power 
>pool,  control cost reduced by skill roll, extra time full phase, appropriate 
>animal powers only (-1/2) [to get the animal's abilities].  He also had a 60 
>pt Multipower with 6lv Growth and 6 lv shrinking in ultra slots [to adjust 
>his size].  He also had an AID vs multiple characteristics, only for 
>appropriate animal stats (-1/2) fades 5/day (i think?). [To adjust his 
>statistics.  You could simply buy stats from the power pool.] 
> 
>Daniel Flacks 
>dflacks@evron.com 
> 
 
   Geez, why didn't you post this when I started the "That (@$&; 
SHapeshifter" thread  :) 
   In case you don't remember, person in my game wanted the ability to 
become any natural animal... was trying to figure out how to do it, gave it 
up as too annoying... ended that campaign as a result. 
 
From ???@??? Thu Jun 19 21:43:53 1997 
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Date: Thu, 19 Jun 1997 20:46:39 -0400 
From: Joe Mucchiello <why@mars.superlink.net> 
Subject: Re: Stupid Mind Tricks 
In-Reply-To: <199706181633.MAA20661@usmcug.usm.maine.edu> 
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At 12:33 PM 6/18/97 -0400, Eric Burns wrote: 
>Reincarnation - everytime the character dies he comes back, 
>but somehow different.  This could either be like The Doctor, 
>who sort of reincarnates in place,  
 
I don't know any GM who would allow this but: 
 
Transform, Major, Dead self into new hero, 4d6, Cumulative (+1/2), 
Persistent (+1/2), Uncontrolled (+1/2), Invisible Power Effects(+1), 
Trigger (+1/4), Always On (-1/2), 2-3 Charges (How much body do you have? 
-1 1/2 - -1 1/4). 
Only 75 Real points.  225 AP. 
 
For additional point savings put in your armor (OIF: 64 CP), or an 
Independent, Focus (IIF) in a Fantasy Genre (43 CP). 
 
Persistent and Uncontrolled allows the power to work after the character is 
dead.  Invisible Power Effects prevents the power from being detectable. 
If you don't care about someone suppressing your reincarnation, you can 
save ~20 real points. 
 
>or the character's life 
>essense could fuse with someone else's somewhere in the 
>world (the hero group would get a phone call a week or so 
>after the character's death from some guy in Belgium, claiming 
>to be the killed hero). 
 
Okay, same as above, except it cannot be Cumulative.  (Course that allows 
it to be 1 Charge.)  It also has to target a living being, kinda 
non-heroic, ya know. 
 
>  I like the latter idea better because 
>it is more interesting.  The character would lose all the 
>knowledge that his previous host had, but gain all the knowledge 
>that the new host has.  He would also keep a certain amount 
>of core knowledge and abilities (including some powers). 
 
This sounds more like the spirit rules.  Check them out in Hero Almanac #1. 
 
 
 
From ???@??? Thu Jun 19 22:33:54 1997 
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Date: Thu, 19 Jun 1997 21:12:38 -0400 
From: Dave Thompson <ezadd@bconnex.net> 
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THUNDERBIRD  
> And EZ, If you're out there, just thinking about this character again is 
> reminding me how cool an idea it was, and how frustrating he(they) were 
> to create!!! 
         
        Glad to make your life hell!! *BG* I have this other idea for a 
character... 
 
EZ 
 
From ???@??? Fri Jun 20 21:19:46 1997 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Code vs Killing 
References: <1.5.4.16.19970620123502.25e706a2@topaz.cqu.edu.au> 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "H" == HAPPYELF!!!  <jonesmj@topaz.cqu.edu.au> writes: 
 
H> not nescisarily- it could be a subconcious compulsion, like hypnotic 
H> programming- anything not "physical", or which has an ego-type resist, 
H> is "psycoloical". 
 
Regardless of *why* the character has the disadvantage or how it affects 
him, he has it, and it means that he will chose not to use lethal force. 
He may not want to make that choice but he will make it.  He must because 
he has that disadvantage.  That is why it is a disadvantage: it restricts 
what he can do in certain situations. 
 
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PGP Key: at a key server near you! \ accelerate to dangerous speeds. 
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From ???@??? Fri Jun 20 21:19:48 1997 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: THE HARLEQUIN CHALLENGE (medium long) 
References: <33A9720E.399B@bconnex.net> 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "TT" == The THUNDERBIRD <thunder@bconnex.net> writes: 
 
TT> Another member of this list, provided me with my greatest challenge in 
TT> character creation, in my twenty years of gaming. 
 
A classic use of Duplication.  You might want to look a the writup of 
"Gemeni" in "The Zodiac Conspiracy" book if you can find it. 
 
Powers that may only be used while duplicated or combined is generally a 
- -1/2 to -1 limitation, depending on how often (or not) they are combined. 
 
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From ???@??? Fri Jun 20 21:19:49 1997 
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	(Smail-3.2.0.95 1997-May-7 #2 built 1997-May-19) 
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Date: Fri, 20 Jun 1997 12:56:42 -0500 
Subject: RE: That @$& Shapeshifter 
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earl@thewarren.mil.wi.us wrote (in response to my thoughts on the 
Lazy Dragon Wildcard power question) 
 
>  Geez, why didn't you post this when I started the "That (@$&; 
>SHapeshifter" thread  :) 
>  In case you don't remember, person in my game wanted the ability to 
>become any natural animal... was trying to figure out how to do it, gave 
>it up as too annoying... ended that campaign as a result. 
 
I just joined the list.  I've only been here for a month, so I missed your 
shapeshifter question.  I will be posting some questions of my own soon, 
most of which have probably already been answered in the past. 
 
Daniel Flacks 
dflacks@evron.com 
 
From ???@??? Fri Jun 20 21:19:55 1997 
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Date: Fri, 20 Jun 1997 10:59:55 -0700 (PDT) 
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From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Transparent force walls 
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At 06:53 AM 6/19/97 -0500, Fugazi wrote: 
> "A Force Wall can be made transparent to one category of attack by buying 
>the entire Force Wall witha +1/2 Power Advantage.  Of course, the Force 
>Wall's transparent defense should be 0." 
> 
> This is the line about Force Walls in the rules book that confuses me.  
>Okay, so a PD transparent entangle can be shot through without damaging the 
>entangle, unless the tangle is specifically targeted, right?  However, 
>according to this line, a PD transparent Force Wall will go down the minute 
>it is targeted, as its "transparent defense should be 0."  Even though a PD 
>transparent entangle still has its PD def, its just ignored until its 
>concentrated on. 
> I had originally thought that you can create a Force Wall that cannot be 
>destroyed by attacks from one category, if it is bought transparent to that 
>category.  Sort of a trade off, as the person "caged" by the Force Wall can 
>use that category to attack through the wall also.  But if it works like an 
>entangle, and it can be attacked by that category if the attacker 
>specifically focuses on the force wall, then the instant it is hit its going 
>down.  Which sounds more like a limitation than an advantage to me. 
 
   These are two different types of Transparent.  Notice that the cost for 
the two Advantages is different:  Transparent Entangle, which must be 
specifically targeted to be damaged, is +1/2 vs all attacks, while 
Transparent Force Wall, which cannot be targeted, is +1/2 vs either energy 
or physical. 
   And it's not totally without precedence to apply one version of 
Transparent to the other Power.  The most obvious use of this is in The 
Ultimate Mentalist, where Mental Paralysis is created in part by making 
Entangle Transparent to Energy Attacks in the Force Wall manner (also 
transferring its vulnerability to Physical Attacks over to Mental Attacks). 
I'm sure its been done elsewhere as well, and I might even allow such a 
thing in my own campaign if the description of the Power made adequate sense. 
--- 
This mail was sent from the Corvallis Public Library 
 
From ???@??? Fri Jun 20 21:19:56 1997 
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Message-ID: <33AADBCD.4FCF@dacmail.net> 
Date: Fri, 20 Jun 1997 14:36:45 -0500 
From: Todd Hanson <badtodd@dacmail.net> 
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Subject: Super Kids 
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Something new to talk about... 
 
I'm in the beginning stages of a working up a new scenario and have come 
across a couple of things that I could use suggestions from the list 
for. 
 
The scenario involves a group of super powered kids - ages range from 11 
to 14 - who have begun their own little crime spree.  Nothing really 
'criminal' - just the kinds of things that kids would do... Hopefully 
this will introduce some interesting situations into the game (like how 
long will it take the PCs to figure out that the crimes are being 
commited by kids?  And just how WILL they try to apprehend the kids 
without turning public opinion against them?) 
 
Now the things I'd like some suggestions on: 
 
1. Just what kinds of crimes WOULD a bunch of kids commit?  I've thought 
of the obvious, like trashing the school, and ripping off issue #1 of 
Spawn from the local comic shop.. but any other suggestions?? 
 
2. I need some names... the kinds of slightly corny names that a group 
of kids would give themselves.  I havent designed the kids themselves 
yet.. I kind of wanted to come up with concepts and names for them.  One 
theme I want to stick to is kind of the 'Legion of Super Heroes' thing - 
they each only have 1 basic power and most have NO defenses (which will 
make it REALLY tough for the PCs to capture them without injuring 
them... 'Capt Red-White-N-Blue, just how DO you explain putting that 
little girl in the hospital??') 
 
3. How would the law handle superpowered criminal kids?  It's not like 
you can just stick them in juvie hall.. but you can't stick them in 
Stronghold EITHER... 
 
thanks in advance for the help... 
 
 
Todd 
 
 
 
--  
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 Todd Hanson                       Minnesota: Land of two seasons: 
 BadTodd@dacmail.net               winter is coming, winter is here. 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 
From ???@??? Fri Jun 20 21:19:58 1997 
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Date: Fri, 20 Jun 1997 15:18:16 -0400 (EDT) 
Message-ID: <970620151816_1586372545@emout01.mail.aol.com> 
cc: catdrag@vnet.net, champion@cyberhighway.net, deejay@cu-online.com, 
        greenlucifer@geocities.com, jdriscol@vt.edu, 
        mirage@hpserv.keh.utulsa.edu, sourdust@ix.netcom.com, 
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Subject: Re: CHAR: Hiram Worchester 
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Hmmmn, well I think there are just a few changes that should be made.  First, 
his EB, RKA and TK should all be bought with the Indirect advantage, after 
all he is manipulating gravity.  Also he needs a Detect: Gravity Waves: 
Targetting Sense because he can sense the play of gravity waves (when he 
contemplates killing Fortunato when the pimp reports the death of Hiram's 
friend at the hands of the Alchemist he does this).  Als he should have a 
several dice HA for when he makes his fist weigh several tons just before it 
strikes someone (mentioned as a tactic he used during his brief career as a 
costumed crime-fighter). 
 
Carter Humphrey                                       BeerCarboy@AOL.com 
 
From ???@??? Fri Jun 20 21:19:59 1997 
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Date: Fri, 20 Jun 1997 15:49:05 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Super Kids 
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On Fri, 20 Jun 1997, Todd Hanson wrote: 
 
> Now the things I'd like some suggestions on: 
>  
> 1. Just what kinds of crimes WOULD a bunch of kids commit?  I've thought 
> of the obvious, like trashing the school, and ripping off issue #1 of 
> Spawn from the local comic shop.. but any other suggestions?? 
 
I think it would depend upon the powers.  If I had invisibility when I was 
11-14, I probably would have been severly tempted to make off with all the 
gaming books, modules and minatures I could carry.  Also, sneaking into 
the movies, amusments parks etc. 
 
I could imagine a kid with super strngth trying to steal his own video 
game and put it in the basement.  And any kid who could fly could get into 
more trouble that you can possibly imagine. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
From ???@??? Fri Jun 20 21:20:00 1997 
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Date: Fri, 20 Jun 1997 14:24:31 +0000 
From: Michael Gillespie <mgill@mychoice.net> 
Subject: 0 END vs. Uses 
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I remember a few weeks back, someone (sorry, don't remember who) was 
talking about why anyone would get more than 64 uses (or 250 uses for 
autofire) when Zero END is cheaper. 
 
I had to agree, and things like this bug the heck out of me (it's an 
incurable mental condition), when you can buy things two different ways 
with the same point cost, but one of these is in all ways superior.  I 
don't mind it if there is a difference where one is occasionally more 
useful (such as Invisibility vs. Images limited to making things "not 
there"), so I tried to think of some minor advantages to taking uses over 
reduced END. 
 
Unfortunately, all I could come up with are limitations.  I decided that in 
my campaign, all powers through charges have the following limits "built 
in", receiving no limit for them: 
 Must be used at full power 
 Can't be spread 
 Can't be pushed 
 Can't be pulled (as in pulling a punch) 
 
Each of these are pretty minor, obviously none of them taken alone is worth 
a limitation (maybe a -1/8 in my campaign), although all together they'd be 
worth at least -1/4 on powers that they could all apply to.  I didn't want 
to have to say that all guns and similar conceptions had to tack on this 
limit, so I said it's just part of charges. 
 
But all this just makes the difference between 0 END and 64 charges even 
worse.  Can anyone think of any advantages (no matter how minor) that could 
justify putting 64 uses (or more) on a power instead of 0 END? 
 
From ???@??? Fri Jun 20 21:20:02 1997 
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From: Dave Mattingly <DaveM@FocusSoft.com> 
Subject: Re: Super Kids 
Date: Fri, 20 Jun 1997 16:44:40 -0400 
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X-Ray vision or Clairvoyance: Peeping Tom 
Telepathy: Mental Peeping Tom, blackmail 
Mind control: Think of Billy Mumy in the Twilight Zone, or Empath at any 
time 
Telekinesis: Anyone ever see Zapped or Modern Problems? 
Desolid, Teleport, Shapeshift, Shrinking: Unstoppable tresspassing 
 
Look for back issues of Marvel's New Universe's D.P.7. Around issues 
15-20 or so, some of the teenagers form a gang, the DDTeens. 
 
Dave Mattingly 
 
From ???@??? Fri Jun 20 21:20:03 1997 
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From: Eric Burns <burns@cug.dorm.usm.maine.edu> 
Message-Id: <199706202104.RAA27962@usmcug.usm.maine.edu> 
Subject: Super Kids 
Date: Fri, 20 Jun 1997 17:04:02 -0400 (EDT) 
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> Something new to talk about... 
>  
> 1. Just what kinds of crimes WOULD a bunch of kids commit?  I've thought 
> of the obvious, like trashing the school, and ripping off issue #1 of 
> Spawn from the local comic shop.. but any other suggestions?? 
>  
 
A big moustache on the Statue of Liberty?  Painting the White House pink? 
I'm thinking pranks (but financially costly pranks). 
 
> 2. I need some names... the kinds of slightly corny names that a group 
> of kids would give themselves.  I havent designed the kids themselves 
> yet.. I kind of wanted to come up with concepts and names for them.  One 
> theme I want to stick to is kind of the 'Legion of Super Heroes' thing - 
> they each only have 1 basic power and most have NO defenses (which will 
> make it REALLY tough for the PCs to capture them without injuring 
> them... 'Capt Red-White-N-Blue, just how DO you explain putting that 
> little girl in the hospital??') 
>  
 
Heavy Hitter - dressed in a baseball uniform. has 0 range telekinesis 
focused through a baseball bat.  Might also be called "Bat Boy". 
 
Leapin' Lizard - looks like lil' orphin annie and can jump really high. 
green costume in a lizard motif. 
 
Simon Says - mind control with the limitation that he must do whatever 
he commands other people to do. (and say "Simon says" of course!) 
 
Liliputian Lass - can shrink down to 6" high (a la gulliver's travels) 
 
Giggle Girl - an area effect power to make everyone drop to the ground 
giggling. 
 
Kid Kong - can change into a small gorilla with all the mighty powers 
a 3' tall gorilla would possess. 
 
Elastic Lad - stretching powers. 
 
Beam-Me-Up Boy - teleportation powers. 
 
Tag - Speedster (as in "you're it") 
 
Hide and Seek - a brother and sister combo: one with invisibility, the 
other with clairavoyance. 
 
Miss Anne Thrope - the team's ringleader, their 4th grade teacher.  she 
has no powers, except to manipulate the minds of young children to EVIL! 
 
 
um... i think i just got carried away.... 
 
-Eric 
 
From ???@??? Fri Jun 20 21:20:04 1997 
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Date: Fri, 20 Jun 1997 17:51:52 -0400 (EDT) 
From: Daniel Rothman <drothman@bah.com> 
cc: champ-l@omg.org 
Subject: Re: 0 END vs. Uses 
In-Reply-To: <3.0.1.32.19970620142431.0068c684@mychoice.net> 
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On Fri, 20 Jun 1997, Michael Gillespie wrote: 
 
> I remember a few weeks back, someone (sorry, don't remember who) was 
> talking about why anyone would get more than 64 uses (or 250 uses for 
> autofire) when Zero END is cheaper. 
>  
> I had to agree, and things like this bug the heck out of me (it's an 
> incurable mental condition), when you can buy things two different ways 
> with the same point cost, but one of these is in all ways superior.  I 
> don't mind it if there is a difference where one is occasionally more 
> useful (such as Invisibility vs. Images limited to making things "not 
> there"), so I tried to think of some minor advantages to taking uses over 
> reduced END. 
>  
> Unfortunately, all I could come up with are limitations.  I decided that in 
> my campaign, all powers through charges have the following limits "built 
> in", receiving no limit for them: 
>  Must be used at full power 
>  Can't be spread 
>  Can't be pushed 
>  Can't be pulled (as in pulling a punch) 
>  
> Each of these are pretty minor, obviously none of them taken alone is worth 
> a limitation (maybe a -1/8 in my campaign), although all together they'd be 
> worth at least -1/4 on powers that they could all apply to.  I didn't want 
> to have to say that all guns and similar conceptions had to tack on this 
> limit, so I said it's just part of charges. 
>  
> But all this just makes the difference between 0 END and 64 charges even 
> worse.  Can anyone think of any advantages (no matter how minor) that could 
> justify putting 64 uses (or more) on a power instead of 0 END? 
>  
>  
 
Character Concept, Character Concept, Character Concept. 
 
grenade-like weapons may get indirect for free. 
The physical charges themselves (if applicable) may have intrinsic use 
  (i.e. be good power sources, valuable trade items, etc.) 
by SFX they may be interchangable for several powers (c.f. End Bat +1/4 adv) 
Charged items can be disabled (i.e. bad guy takes away your clip, not your 
  gun - can't be done with 0-end gun).  May cause worthwhile plot points. 
 
daniel 
 
From ???@??? Fri Jun 20 21:20:06 1997 
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References: <1.5.4.16.19970620123309.27d7d012@topaz.cqu.edu.au&> <33AA4289.3DA8@teleport.com> 
Subject: Re: Related subject: 
Date: Fri, 20 Jun 1997 16:53:41 (-0600) 
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On Fri, 20 Jun 1997 01:42:49 -0700, 
"Capt. Spith" <cptspith@teleport.com> wrote about Re: Related subject:: 
> HAPPYELF!!! sez; 
>  
> > or you never know, they could flourish!! roleplaying mysteries and 
> > simmilar stuff isn't about the players having the right skills so 
> > the gm can just write "roll an X roll here" into the story, y'know. . . . 
> >  
> > a good roleplayer is not nescesariliy the one who bought all the relevant skills: 
> > this is just another type of power-playing: having all the skills and demanding 
> > rolls on everything in the plot. 
>  
>    Good point; however, a reasonably safe generality to be made here is 
> that most 'powergamers' are much more likely not to have the more 
> esoteric roleplaying skills as strongly as the less point-obsessive 
> types.  This is certainly not universally true, but often a safe 
> assumption.  I presume that if the case were otherwise, the problem 
> would be less pronounced in the first place. 
 
True, but I've also seen players make claims about their characters under the 
pretence of roleplaying, but not willing to back it up with the skills.  An 
example what a character who was supposed to be the best dancer in town.  An 
the GM agreed to this.  Her skill was only a 14- compared with another 
chaaracter with a Performance Skill of 21- and a dance skill of 17-.  Good 
roleplaying is one thing, but don't play something you don't have.  Don't call 
yourself a detective if you have only Deduction, you should fork out the 
points to have several other skills to back it up, like Shadowing, Streetwise, 
and Conversation.   
 
--  
+-----------------------------+-------------------------------------------+ 
|Rob Rutherford               |Mandatory Disclaimer:                      | 
|A.K.A. mirage                |                                           | 
|E-mail                       |If my views were those of my university    | 
|mirage@hpserv.keh.utulsa.edu |my tuition wouldn't go up every year.      | 
+-----------------------------+-------------------------------------------+ 
|           URL http://hpserv.keh.utulsa.edu/~mirage/home.html            | 
+-----------------------------+-------------------------------------------+ 
 
 
From ???@??? Fri Jun 20 21:20:08 1997 
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Subject: Re: Super Kids 
Priority: normal 
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> From:          Eric Burns <burns@usmcug.usm.maine.edu> 
> Subject:       Super Kids 
> Date:          Fri, 20 Jun 1997 17:04:02 -0400 (EDT) 
> To:            champ-l@omg.org 
 
> > Something new to talk about... 
> >  
 
> Simon Says - mind control with the limitation that he must do whatever 
> he commands other people to do. (and say "Simon says" of course!) 
 
Hopefully, he gives up his evil(?) ways before he reaches high  
school. Can you imagine a teenage boy with this power? "Go to the  
Clairmont Hotel, enter room 210, and have a wild night of  sex with  
the first person you see in the room." Could get ugly. 
 
Filksinger 
 
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Date: Fri, 20 Jun 1997 19:41:02 -0700  
From: "happyelf!!!!" <jonesmj@topaz.cqu.edu.au> 
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Subject: Re: Related subject:  
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> > a good roleplayer is not nescesariliy the one who bought all the relevant skills:  
> > this is just another type of power-playing: having all the skills and demanding  
> > rolls on everything in the plot.  
>   
>    Good point; however, a reasonably safe generality to be made here is  
> that most 'powergamers' are much more likely not to have the more  
> esoteric roleplaying skills as strongly as the less point-obsessive  
> types.  This is certainly not universally true, but often a safe  
> assumption.  I presume that if the case were otherwise, the problem  
> would be less pronounced in the first place.  
>   
  
  
not nesecarily- it is a matter of how likely a given gm is to simply ascribe a   
steryotypedue to someone's character- hence they decide super tough RPDR guy is  
a power-player, while another character may have say. . skads of telepathy,   
but may have just phrased their character outline more "maturely"- both (or   
neither) may be power-players, depending on the attitude they cop from   
the gm- it's up to the gm to work with the playr's concept, as much as the other way   
round. ..  
 
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Date: Fri, 20 Jun 1997 12:27:08 +1000  
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From: HAPPYELF!!! <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Related subject:  
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At 12:26 PM 6/16/97 -0400, you wrote:  
>On 6/15/97 10:16 AM, Earl Kwallek (earl@thewarren.mil.wi.us) Said:  
>  
>[snippage on characters generated by the patented Abuse-A-Matic Hero   
>Generator]  
>  
>>  In short, these players designed a bunch of Combat-Killer-Death-Machines  
>>rather than anything resembling real people... but then that seems to be  
>>normal for the games I have run/played in....  
>>  Oh well....  
>  
>So throw them into a mystery, or a diplomatic situation. Watch 'em   
>squirm. Tell them that these kinds of plots are common, and they can redo   
>their characters now, if they want, or never.  
>  
  
or you never know, they could flourish!! roleplaying mysteries and   
simmilar stuff isn't about the players having the right skills so   
the gm can just write "roll an X roll here" into the story, y'know. . . .  
  
a good roleplayer is not nescesariliy the one who bought all the relevant skills:  
this is just another type of power-playing: having all the skills and demanding  
rolls on everything in the plot.  
  
 
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From: HAPPYELF!!! <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Code vs Killing  
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A  
>B>   But that's all mechanics, what does the Code vs. Killing mean for an  
>B> individual character.  
>  
>It means that the character will consciously and actively avoid the use of  
>lethal force.  
>  
  
  
not nescisarily- it could be a subconcious compulsion, like hypnotic programming-  
anything  not "physical", or which has an ego-type resist,  is "psycoloical".  
 
From ???@??? Fri Jun 20 21:19:36 1997 
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From: HAPPYELF!!! <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Related subject:  
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At 12:13 AM 6/16/97 +0000, you wrote:  
>On Sun, 15 Jun 1997 09:02:48 -0500, Earl Kwallek wrote:  
>  
>>At 12:42 PM 6/15/97 +1000, HAPPYELF wrote:  
>>>  
>>>>>so? who says bricks have to be slow???  
>>>>>  
>>>>  
>>>>  No one- but I have a minor objection to the team Brick being the FASTEST  
>>>>member of the party (I dug up the CHar-Recs for that game)  
>>>>  The brick Had: DEX 33, SPD 8, and 90 STR as well as 30" of Flight  
>>>>  
>>>so??? why do we have to chuck this guy in s steryotype he obviously  
>>doesn't fit??  
>>  
>>  You are either being deliberately dense here, or missing my point  
>>entirely...  
>>I have a problem with characters that "Have it all" this guy had the best  
>>SPD, highest attack (in dice), Best defenses, and second highest DEX/CV in  
>>the game.  
>>Now do you understand my objection?  
>  
><subtle hint coming up :}>  
>  
>Right, so what was the guy's ECV?   
>  
>  
  
and what about his power defence?  
  
flash defence?  
  
dnpc's??   
  
how about an evil twin fer the guy??  
  
or am i still being dense???  
  
*lol*  
  
:->~  
 
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From: HAPPYELF!!! <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Urban Myth group  
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how about. . . .razor-waterslide man!!!  
  
  
At 02:29 AM 6/18/97 -0400, you wrote:  
>  
>Let's see here... the mysterious street gang that materializes whenever   
>a motorist blinks thir high beams, destroying the car and killing  
>the occupants.  
>  A related gang has several unnaturally skinny members who like to hide  
>under cars and wait to stab the drivers in the ankle with a syrineful  
>of knockout drugs.  
>  Or, for an old-fashioned approach, a bunch who have the ability to hide  
>razor blades in apples that children are about to eat.  
>    
>  Hurm.  I suppose all of those could be generated by a single evil mage  
>with an odd sense of humor and an addiction to alt.folklore.urban.   
>In which case, he probably likes to sling around "Transform: Glass into  
>Flowing Glass". :-)  
>                                             Daniel Pawtowski  
>dpawtows@vt.edu  
>  
>  
 
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From: HAPPYELF!!! <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Urban Myth group  
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how about. . .. a tank that gets 1000 miles to the gallon?? or a fleet  
of stripped down army surpless jeeps bought for $20 each??  
  
  
At 01:39 AM 6/18/97 -0700, you wrote:  
>Patrick Barden wrote:  
>>   
>> I am looking to create an NPC team of villians based on urban myths.  
>>   
>> The only one I have so far is:  
>> Candyman  
>> A drug dealer who uses mirrors to terrorize his victims and opponents.  He  
>> also maintains a personal dimension behind the mirrors.  He is obsessed with  
>> (ie. will be stalking) some of the female members of the hero team.  
>  
>   There's always the good ol' Boogeyman who has incredible stealth,  
>possibly invisibility or camoflauge (you never know where he's coming  
>from), and who knows what kind of attack once he 'get's ya'.  
>  
>  And of course, every town anywhere has a "house".  Some house or place  
>that is rumored to have any various kinds of spooky/weird/macabre stuff  
>going on inside it.  Could be their HQ (Who really wants to attack the  
>home front then?), or it could be an actual member of the team, though  
>the logistics of this (some kind of sentience occupying whatever  
>house/place that is most convenient?) could be an incredible  
>headache....  
>  
>--   
>   -Capt. Spith  
>   Savior of Humanity  
>   Secular Messiah  
>  
 
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Date: Fri, 20 Jun 1997 01:12:53 -0700  
From: "Capt. Spith" <cptspith@teleport.com> 
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Subject: House Rules!(Was:THE HARLEQUIN CHALLENGE)[LONG]  
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The THUNDERBIRD wrote:  
>   
> Another member of this list, provided me with my greatest challenge in  
> character creation, in my twenty years of gaming.  
>   
> In Short -  
> Two brothers - One "good", one "not so good".  
  
   <Origin Story edited....>  
  
> Not the end . . . the "good" brother wakes up, wearing the mask, in a  
> brightly coloured costume.  Investigation leads him to discover that his  
> dead brother lives on, in side of him, like a disembodied spirit.  In  
> this form, the brothers are "twice as strong, agile, enduring, etc"  
> They possess the skills and abilities of both brothers, and control of  
> the body "flip-flops" from one to the other.  
>   
> In an attempt to remove the mask, the brothers find that it splits down  
> the middle, and in a flash, another change occurs.  Each brother is now  
> in a single mask, one of "Comedy" and one of "Trajedy".  They each have  
> a physical form, their own martial art skill, and their own powers: the  
> ability to conjure "props" (such as cream pies and Shakespearian Skulls)  
> and to create realistic illusions.  
>   
> The two become "superheroes" the "Comedian and the Thespian", and in  
> times of great need, the combined power of the Harlequin.  They adopt a  
> single secret identity, since when the mask is off, only the one body  
> remains.  
  
   This is a perfect situation for the implementation of the warped way  
I've rewritten Duplication and Multiform in my own House Rules.  Nothing  
here will help you if you're looking for a 'legitimate' solution, but  
here goes....  
  
   In my games, Duplication and Multiform each have a cost of 1 point  
per five of the aternate form(s) cost, for all forms purchased, first  
and all subsequent.  For Duplication, there is another option, though;   
For 'duplicates' which are different from the base character, the cost  
is 2 per 5 - effectively the cost of duplication and Multiform  
together.  Thus the cost of two 'duplicates' that have different  
powers/skills than the base form would be 2/5 of the appropriate  
character costs for each, or effectively 4/5 of the cost of one  
character.  Rather spendy, but I'm not done.  Since the 'base character'  
is lost during duplication, the total duplication cost is given a -1/2  
limitation (reducing the cost by 1/3 to reflect losing one third of the  
characters paid for by purchasing two duplicates[the general application  
being a limitation of 1/x applied to the cost for x duplicates when the  
'base' form is lost]), resulting in a grand total of a cost of 8/15 of  
the point total of one of the duplicates to give a character who has his  
own powers, then splits into two different halves, each less powerful  
than the base.     
   With these costs, you could (for example) have the two thespians  
built on 200 points each, which would cost a total of 107 points.  If  
Harlequin was built on 350, this would leave 243 points for his own  
powers.  The Duplication cost could also be reduced by a focus or Hero  
ID limitation if needed.  
  
   Alternately....  
Reading through the BBB's writeup, it is actually unclear as to how  
identical duplicates actually have to be; the example mentions a  
250-point character with a 100-point 'duplicate'.  Thus, here is a much  
more legal possibility;  
   Build Harlequin fully as needed, then buy one (1) duplicate at the  
listed cost of 2/5 of the duplicate's point total.  From what I read of  
your origin, it sounds as if each of the three forms has effectively  
identical powers, but varying SFX, so the duplicate could be built as  
either the Comedian or the Thespian, and the Harlequin would put a  
limitation on all his powers and Characteristics and such to reduce them  
to the duplicate's level when duplicated.  (In pre-4th edition CHAMPS, I  
believe this was a -1/4 limitation).  I would call the varying SFX  
between all the forms merely a free special effect of the concept, since  
the individual characters don't vary their individual effects.   With  
this method, the cost would only be for a singlre duplicate, with  
partial limitations on most of the powers of the base, and a little  
fudging with SFX.  
  
   *Whewh*  Any help?  Or did I simply ramble too much?  
  
--   
   -Capt. Spith  
   Savior of Humanity  
   Secular Messiah  
 
From ???@??? Fri Jun 20 21:19:42 1997 
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Date: Fri, 20 Jun 1997 01:42:49 -0700  
From: "Capt. Spith" <cptspith@teleport.com> 
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HAPPYELF!!! sez;  
  
> or you never know, they could flourish!! roleplaying mysteries and  
> simmilar stuff isn't about the players having the right skills so  
> the gm can just write "roll an X roll here" into the story, y'know. . . .  
>   
> a good roleplayer is not nescesariliy the one who bought all the relevant skills:  
> this is just another type of power-playing: having all the skills and demanding  
> rolls on everything in the plot.  
  
   Good point; however, a reasonably safe generality to be made here is  
that most 'powergamers' are much more likely not to have the more  
esoteric roleplaying skills as strongly as the less point-obsessive  
types.  This is certainly not universally true, but often a safe  
assumption.  I presume that if the case were otherwise, the problem  
would be less pronounced in the first place.  
  
--   
   -Capt. Spith  
   Savior of Humanity  
   Secular Messiah  
 
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Date: Fri, 20 Jun 1997 19:02:04 +1000  
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From: HAPPYELF!!! <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Stupid Mind Tricks  
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At 03:15 PM 6/16/97 -0400, you wrote:  
>Hi Folks,  
>I just discovered Champions recently, and am so far very impressed.  
>It seems like almost any power is possible to build.  I'm stumped  
>on a couple of psionic powers, though:  
>-  
>Psionic Surgery - A lengthy process (can take as long as a day or two  
>for severe changes, less time for minor ones) where the target's per-  
>sonality is reshaped to to psychic's whim.  This can add or remove  
>psychological disadvantages, memories, etc.  The effects can be   
>reversed by a friendly telepath or psychotherepist, given enough  
>rehab time.  
>  
  
i'd diothis with just a transform. saves time, and you could even have the 'dice' of transform applied as a psyc lim (or other limitation, depending on special effect)  
  
so say u get 20 total points of major transform, u give the character a 20 pt psyc lim!!!  
  
 
From ???@??? Fri Jun 20 21:19:44 1997 
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From: S McGinness <smcginn@csm.ex.ac.uk> 
Date: Fri, 20 Jun 97 09:50:59 GMT  
Message-Id: <21543.9706200950@csm.exeter.ac.uk>  
Subject: Re: THE HARLEQUIN CHALLENGE  
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The THUNDERBIRD <thunder@net.bconnex>  
>My solution, was to build Harlequin as the "main character" with a  
>Multiform.  The Multiform was Comedian, and he had the power of  
>Duplication with the limitation, 1 Body, Always On.  The balance of  
>points between the three forms was absolute hell.  Thespian was built on  
>a certain amount of points, Comedian the same amount, plus duplication  
>(strong enough to create the Thespian Body) and the Harliquin had to  
>have Multiform powerful enough for the Comedian's total points.  
>(Whew!!!!)  
  
I'm going to suggest that you simply use duplication.....  
  
It should be possible to put the powers in each duplicate with  
the limitation [only usable in one duplicate form at a time -??]  
  
Thus you get the unduplicated form (Harlequin) where all of  
the powers work. When duplicated then one set of powers are  
off limits, and one set of disads will be utilised in one  
duplicate. the other set of powers and the second set of  
disads will be utilised in the other.  
  
I wouldn't worry about how to swap the disads for Harlequin,  
I'd just do it as a special effect. As long as the Harlequin  
always had enough disads to balance his points then there  
should be balance.  
  
  
Does that work??  
  
  
Stephen  
 
From ???@??? Sun Jun 22 10:16:04 1997 
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From: "Capt. Spith" <cptspith@teleport.com> 
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> > Simon Says - mind control with the limitation that he must do whatever 
> > he commands other people to do. (and say "Simon says" of course!) 
>  
> Hopefully, he gives up his evil(?) ways before he reaches high 
> school. Can you imagine a teenage boy with this power? "Go to the 
> Clairmont Hotel, enter room 210, and have a wild night of  sex with 
> the first person you see in the room." Could get ugly. 
 
   You didn't say "Simon Says...." 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
From ???@??? Sun Jun 22 10:16:05 1997 
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Date: Fri, 20 Jun 1997 22:24:25 -0500 
From: Earl Kwallek <earl@thewarren.mil.wi.us> 
Subject: Re: Super Kids 
Cc: champ-l@omg.org 
In-Reply-To: <Pine.SUN.3.96.970620154629.28184H-100000@access5.digex> 
 > 
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At 03:49 PM 6/20/97 -0400, Michael Surbrook wrote: 
>On Fri, 20 Jun 1997, Todd Hanson wrote: 
> 
>> Now the things I'd like some suggestions on: 
>>  
>> 1. Just what kinds of crimes WOULD a bunch of kids commit?  I've thought 
>> of the obvious, like trashing the school, and ripping off issue #1 of 
>> Spawn from the local comic shop.. but any other suggestions?? 
> 
>I think it would depend upon the powers.  If I had invisibility when I was 
>11-14, I probably would have been severly tempted to make off with all the 
>gaming books, modules and minatures I could carry.  Also, sneaking into 
>the movies, amusments parks etc. 
> 
  I suspect Invisible Boy would be spending a lot of time sneaking into girl's 
locker rooms... 
 
>I could imagine a kid with super strngth trying to steal his own video 
>game and put it in the basement.  And any kid who could fly could get into 
>more trouble that you can possibly imagine. 
> 
 
  The Mind Controller would spend use his powers to get other kids (and 
eventually adults) to give him/her things (try pinning that sown in a court) 
 
From ???@??? Sun Jun 22 10:16:06 1997 
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From: HAPPYELF!!! <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Super Kids 
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At 02:36 PM 6/20/97 -0500, you wrote: 
>Something new to talk about... 
> 
>I'm in the beginning stages of a working up a new scenario and have come 
>across a couple of things that I could use suggestions from the list 
>for. 
> 
>The scenario involves a group of super powered kids - ages range from 11 
>to 14 - who have begun their own little crime spree.  Nothing really 
>'criminal' - just the kinds of things that kids would do... Hopefully 
>this will introduce some interesting situations into the game (like how 
>long will it take the PCs to figure out that the crimes are being 
>commited by kids?  And just how WILL they try to apprehend the kids 
>without turning public opinion against them?) 
> 
 
 
 
i had a simmilar, though more menacing group. they were each mutants, led 
by a powerful teenage telepath, who did whatever the hell they wanted and then  
pleaded 'victim of society' at trial- plus litle telepathic pushes at the judge,  
so they were always let off.  
 
From ???@??? Sun Jun 22 10:16:07 1997 
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Subject: Re: Related subject: 
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>True, but I've also seen players make claims about their characters under the 
>pretence of roleplaying, but not willing to back it up with the skills.  An 
>example what a character who was supposed to be the best dancer in town.  An 
>the GM agreed to this.  Her skill was only a 14- compared with another 
>chaaracter with a Performance Skill of 21- and a dance skill of 17-.  Good 
>roleplaying is one thing, but don't play something you don't have.  Don't call 
>yourself a detective if you have only Deduction, you should fork out the 
>points to have several other skills to back it up, like Shadowing, Streetwise, 
>and Conversation.   
> 
> 
 
but that's not roleplaying!! that's character conception and skills!! who was roleplaying a dancer better? personality wise?? 
 
From ???@??? Sun Jun 22 10:16:09 1997 
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Subject: Re: Super Kids 
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> 
>> Simon Says - mind control with the limitation that he must do  
>whatever 
>> he commands other people to do. (and say "Simon says" of course!) 
> 
>Hopefully, he gives up his evil(?) ways before he reaches high  
>school. Can you imagine a teenage boy with this power? "Go to the  
>Clairmont Hotel, enter room 210, and have a wild night of  sex with  
>the first person you see in the room." Could get ugly. 
> 
 
Knowing his luck, the cleaning lady (60 years old) would just be 
finishing up as he walked in ;-{ 
 
 
David W Toomey 
dwtoomey@juno.com 
 
From ???@??? Sun Jun 22 10:16:10 1997 
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From: The Nez Master <nez@thepoint.net> 
Subject: Re: Super Kids 
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>Date: Fri, 20 Jun 1997 18:31:12 
>To: Todd Hanson <badtodd@dacmail.net> 
>From: The Nez Master <nez@thepoint.net> 
>Subject: Re: Super Kids 
> 
>At 02:36 PM 6/20/97 -0500, you wrote: 
>>Something new to talk about... 
>> 
>>I'm in the beginning stages of a working up a new scenario and have come 
>>across a couple of things that I could use suggestions from the list 
>>for. 
>> 
>>The scenario involves a group of super powered kids - ages range from 11 
>>to 14 - who have begun their own little crime spree.  Nothing really 
>>'criminal' - just the kinds of things that kids would do... Hopefully 
>>this will introduce some interesting situations into the game (like how 
>>long will it take the PCs to figure out that the crimes are being 
>>commited by kids?  And just how WILL they try to apprehend the kids 
>>without turning public opinion against them?) 
>> 
>>Now the things I'd like some suggestions on: 
>> 
>>1. Just what kinds of crimes WOULD a bunch of kids commit?  I've thought 
>>of the obvious, like trashing the school, and ripping off issue #1 of 
>>Spawn from the local comic shop.. but any other suggestions?? 
>> 
> 
>My game is probably a shade darker than yours, but I did add yet another 
twist. Basically the group of superpowered kids was trying to gain revenge 
for the abuse that had been perpetrated on them, by abusive parents/foster 
parents/ and the system that put them their. THe kids crimes centered around 
attacking the system, the government, individual foster agencies, and the like. 
>So of course the government was trying to capture them quietly, so my group 
>made as much noise as possible. 
> 
> 
>>2. I need some names... the kinds of slightly corny names that a group 
>>of kids would give themselves.  I havent designed the kids themselves 
>>yet.. I kind of wanted to come up with concepts and names for them.  One 
>>theme I want to stick to is kind of the 'Legion of Super Heroes' thing - 
>>they each only have 1 basic power and most have NO defenses (which will 
>>make it REALLY tough for the PCs to capture them without injuring 
>>them... 'Capt Red-White-N-Blue, just how DO you explain putting that 
>>little girl in the hospital??') 
> 
>Well, my kids won't fit here. They were pretty tough, which  made it 
amusing because the group basically wouldn't touch them. (Two members have 
protective of kids as disads.) Rainbow, controlling light and color is the 
team leader. Shes an agressive teenager, full of hate. Micky and Red are two 
teenage boys who follow her for more reasons of hormone than anything, 
though both have their axes to grind against the system. Micky is a tough 
street kid, with 'powers of persuasion' (read mind control, very subtly 
used). Red was russian, his father was  killed in a trip to the states, and 
he ended up in US homes, unadoptable because of his heritage. Red is 
actually a hanger on, who in the course of their first adventure steals some 
powered armor. (It's the story I used to get the group involved.) 
>Lucy is a 10 year old healer, who is following simply because she thinks if 
she doesn't she'll get killed, and she really admires all the teens who have 
accepted her. And benny, well benny is only 3. His powers are incredible, 
but of course, he's three. Usually he occupies a battle by wondering what's 
going on, and if he sees an attack on one of his friends, he unleashes with 
one huge tantrum attack of disintigration or something, to make the bad 
people go away. 
>Benny has a teddy bear that he bestowed with life by sheer will power. 
(follower).  
>Benny is the most dangerous member of the group, and the easiest to reason 
with if the party does not mean him harm. Basically, if you mean well, you 
approach him like you would any three year old you want to trust you. If 
not, well, he'll turn you into a newt. 
> 
>> 
>>3. How would the law handle superpowered criminal kids?  It's not like 
>>you can just stick them in juvie hall.. but you can't stick them in 
>>Stronghold EITHER... 
> 
>Better yet, how do you handle superpowered kids that the government would 
like to make disapear, but that only works if your willing to let your 
government operate in shades of grey. 
> 
>> 
>>thanks in advance for the help... 
>> 
>> 
>>Todd 
>> 
>> 
>> 
>>--  
>> - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
>> Todd Hanson                       Minnesota: Land of two seasons: 
>> BadTodd@dacmail.net               winter is coming, winter is here. 
>> - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
>> 
> 
 
From ???@??? Sun Jun 22 10:16:12 1997 
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From: filkhero@pop.netaddress.usa.net 
Date: Fri, 20 Jun 1997 22:53:14 +0000 
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I have been considering running a PBEM game, but I have never done so  
before. Does anyone know where I can find good information on running  
such a game, rather than web pages about a particular game? I am  
particularly interested in ideas about how to handle Hero's already  
slow combat system when it might be a week before someone tells me  
their move. Any ideas? 
 
Filksinger 
 
From ???@??? Sun Jun 22 10:16:13 1997 
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Date: Sat, 21 Jun 1997 16:46:34 -0700 
From: "happyelf!!!!" <jonesmj@topaz.cqu.edu.au> 
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filkhero@pop.netaddress.com wrote: 
>  
> I have been considering running a PBEM game, but I have never done so 
> before. Does anyone know where I can find good information on running 
> such a game, rather than web pages about a particular game? I am 
> particularly interested in ideas about how to handle Hero's already 
> slow combat system when it might be a week before someone tells me 
> their move. Any ideas? 
>  
> Filksinger 
 
hero combat should always be estimated across email. just stick to  
action-defence, and make shure the fast ones go first and most often.  
When, in about a YEAR at this rate, i get my own possible pbem up, i will  
be useing a short subtext system- only one line of it per action/paragraph,  
and working from general combat estimates for the rest. I would also advise 
you look to IRc, or maybe one of those html-based chat thingies- i find  
cutting and pasting is easier in that medium. 
 
From ???@??? Sun Jun 22 10:16:14 1997 
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From: Robert Rutherford <mirage@hpserv.keh.utulsa.edu> 
Reply-To: mirage@hpserv.keh.utulsa.edu 
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In-Reply-To: <1.5.4.16.19970621140615.2cbf246c@topaz.cqu.edu.au> 
Subject: Re: Related subject: 
Date: Sat, 21 Jun 1997 03:51:30 (-0600) 
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On Sat, 21 Jun 1997 14:00:12 +1000, 
HAPPYELF!!! <jonesmj@topaz.cqu.edu.au> wrote about Re: Related subject:: 
> >True, but I've also seen players make claims about their characters under 
> the 
> >pretence of roleplaying, but not willing to back it up with the skills.  An 
> >example what a character who was supposed to be the best dancer in town.  
> An 
> >the GM agreed to this.  Her skill was only a 14- compared with another 
> >chaaracter with a Performance Skill of 21- and a dance skill of 17-.  Good 
> >roleplaying is one thing, but don't play something you don't have.  Don't 
> call 
> >yourself a detective if you have only Deduction, you should fork out the 
> >points to have several other skills to back it up, like Shadowing, 
> Streetwise, 
> >and Conversation.   
> > 
> > 
>  
> but that's not roleplaying!! that's character conception and skills!! who 
> was roleplaying a dancer better? personality wise?? 
 
    That was debateable, but no matter what one character did, they allways 
lost when they crossed over to the other's speciality.  The dancer and the 
singer were just one example.  If the characters were playing the their characters the GM wanted them to, they could do no wrong.  It didn't matter 
what they had down on their character sheet.  It was even worse with games 
other than Champions, (like anything by RTG).  Where one particular player's 
characters would have a 9 or 10 Cool, but go "eek!" at the drop of a hat.  The 
characters weren't faking it either.  They were panicing because the player 
thought it was cuite, and the GM liked it.  Characters with 20+ EGO, and 20+ 
PRE would also do it in Hero.  Characters were running around the game with 
all sorts of powers and skills, on top of the ones they payed points for 
because it was part of the character concept, and it didn't matter. 
 
 
--  
+-----------------------------+-------------------------------------------+ 
|Rob Rutherford               |Mandatory Disclaimer:                      | 
|A.K.A. mirage                |                                           | 
|E-mail                       |If my views were those of my university    | 
|mirage@hpserv.keh.utulsa.edu |my tuition wouldn't go up every year.      | 
+-----------------------------+-------------------------------------------+ 
 
           URL http://hpserv.keh.utulsa.edu/~mirage/home.html            | 
+-----------------------------+-------------------------------------------+ 
 
 
From ???@??? Sun Jun 22 10:16:16 1997 
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From: "qts" <qts@nildram.co.uk> 
Cc: "champ-l@omg.org" <champ-l@omg.org> 
Date: Sat, 21 Jun 97 12:58:03  
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Subject: Re: 0 END vs. Uses 
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On Fri, 20 Jun 1997 14:24:31 +0000, Michael Gillespie wrote: 
 
>I remember a few weeks back, someone (sorry, don't remember who) was 
>talking about why anyone would get more than 64 uses (or 250 uses for 
>autofire) when Zero END is cheaper. 
> 
>I had to agree, and things like this bug the heck out of me (it's an 
>incurable mental condition), when you can buy things two different ways 
>with the same point cost, but one of these is in all ways superior.  I 
>don't mind it if there is a difference where one is occasionally more 
>useful (such as Invisibility vs. Images limited to making things "not 
>there"), so I tried to think of some minor advantages to taking uses over 
>reduced END. 
> 
>Unfortunately, all I could come up with are limitations.  I decided that in 
>my campaign, all powers through charges have the following limits "built 
>in", receiving no limit for them: 
 
> Must be used at full power 
 
-1/4 on its own (see HSR). 
 
> Can't be spread 
 
Ditto ('Beam attack') 
 
> Can't be pushed 
> Can't be pulled (as in pulling a punch) 
> 
>Each of these are pretty minor, obviously none of them taken alone is worth 
>a limitation (maybe a -1/8 in my campaign), although all together they'd be 
>worth at least -1/4 on powers that they could all apply to.  I didn't want 
>to have to say that all guns and similar conceptions had to tack on this 
>limit, so I said it's just part of charges. 
> 
>But all this just makes the difference between 0 END and 64 charges even 
>worse.  Can anyone think of any advantages (no matter how minor) that could 
>justify putting 64 uses (or more) on a power instead of 0 END? 
 
 
As an Independent item where the charges do not recover. 'Take this 
rod, but beware, child, its power is only good for ...' 
 
 
From ???@??? Sun Jun 22 10:16:17 1997 
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Subject: Re: PBEM 
Date: Sat, 21 Jun 97 12:17:25 -0500 
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From: John P Weatherman <asahoshi@nr.infi.net> 
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filkhero@pop.netaddress.usa.net 
 
>I have been considering running a PBEM game, but I have never done so  
>before. Does anyone know where I can find good information on running  
>such a game, rather than web pages about a particular game? I am  
>particularly interested in ideas about how to handle Hero's already  
>slow combat system when it might be a week before someone tells me  
>their move. Any ideas? 
> 
>Filksinger 
> 
Try emailing David Miller (selena@fred.net).  He's been running one for  
a couple years now and is just completeing a rewrite of the campaign 
including house rules that have come up along the way.  He may be able 
to grant some insights. 
 
PAX. 
 
____________________________________________________________________ 
| Name: John P. Weatherman    | Phone:                             |       
   
| email: asahoshi@nr.infi.net |    (H) (910) 785-1130              | 
| fax:   (910) 748-4632       |    (O) (910) 545-2722              | 
|_____________________________|____________________________________| 
| He who walking on the sea could calm the bitter waves, who gives | 
| life to the dying seeds of the earth; He who was able to loose   | 
| the mortal chains of death and after three days' darkness could  | 
| bring again to the upper world the brother of his sister Martha: | 
| He, I beleive, will make Damasus rise again from the dust.       | 
|                              Pope St. Damasus I (c.305-384)      | 
|__________________________________________________________________| 
 
From ???@??? Sun Jun 22 10:16:19 1997 
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From: Eric Burns <burns@cug.dorm.usm.maine.edu> 
Message-Id: <199706211944.PAA32326@usmcug.usm.maine.edu> 
Subject: Re: Super Kids 
Date: Sat, 21 Jun 1997 15:44:26 -0400 (EDT) 
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> > Simon Says - mind control with the limitation that he must do whatever 
> > he commands other people to do. (and say "Simon says" of course!) 
>  
> Hopefully, he gives up his evil(?) ways before he reaches high  
> school. Can you imagine a teenage boy with this power? "Go to the  
> Clairmont Hotel, enter room 210, and have a wild night of  sex with  
> the first person you see in the room." Could get ugly. 
>  
> Filksinger 
>  
 
Yeah, especially when the girl reports him for rape, and police telepaths 
confirm what happened.  Or when Simon finds out that "Rebecca Wayne"'s 
dad Bruce ain't exactly even-tempered. 
 
-Eric 
 
From ???@??? Sun Jun 22 10:16:21 1997 
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From: Curt Hicks <exucurt@exu.ericsson.se> 
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Date: Sat, 21 Jun 1997 17:14:37 -0500 (CDT) 
Message-Id: <199706212214.RAA17645@b04b17.exu.ericsson.se> 
Subject: PBEM 
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> From: filkhero@pop.netaddress.usa.net 
>  
> I have been considering running a PBEM game, but I have never done so  
> before. Does anyone know where I can find good information on running  
> such a game, rather than web pages about a particular game? I am  
> particularly interested in ideas about how to handle Hero's already  
> slow combat system when it might be a week before someone tells me  
> their move. Any ideas? 
>  
> Filksinger 
 
There's supposed to be article on running e-mail games accessible from 
Harrigan's web page.  http://www1.usa1.com/~davin/rpg/coc/cocmain.html 
He's just started an e-mail game himself. 
 
I believe the trick for combats is not to run it phase by phase, but 
get general guidelines for each character and run it in half-turn intervals 
or stop when the situation changes greatly.  
Curt 
 
From ???@??? Sun Jun 22 10:16:22 1997 
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From: Eric Pawtowski <epawtows@cray-ymp.acm.stuorg.vt.edu> 
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Subject: Babylon 5 probabilities 
In-Reply-To: <199706212214.RAA17645@b04b17.exu.ericsson.se> from Curt Hicks at "Jun 21, 97 05:14:37 pm" 
Date: Sat, 21 Jun 1997 18:31:42 -0400 (EDT) 
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Well, there was an arguemnt about this the other day, so I'll repost  
this here (with the author's permission): 
 
  
                 T A S K   P R O B A B I L I T I E S   I N 
               T H E   B A B Y L O N   P R O J E C T   R P G 
  
                             by Pierre Savoie 
  
  
[If you want to get right down to a useful Master Probability Table, skip a 
bit.] 
  
  
     Over the years I have noticed how role-playing games try to distinguish 
themselves using exotic dice-rolling systems.  Some are content with simple 
percentile rolls, where people can clearly see what the odds are in per cent 
for the target probability.  Almost as easy is the classic d20 system, as old 
as the CHAINMAIL wargame which became D&D, based on the laudable premise that 
you don't have to cut probabilities too fine to be able to model different 
rates of success (in familiar 5% increments). 
     Gary Gygax once tried to form his own RPG company, New Infinities 
Productions Inc.  For their only RPG, CYBORG COMMANDO, he suggested a roll 
where two d10's were MULTIPLIED together which was then compared to the 
target probability.  This was usually based on a "percentile" skill, and to 
improve this skill experience points were added to it uniformly, but as the 
character became expert in that skill the linear increases did less and less 
good, with fewer and fewer new dice rolls in the high end which were a 
success, reflecting the difficulty of improving an expert character.  Games 
from Chaosium Inc. use the inverse method of giving skills in their true 
linear percentile probability, but reducing the chances of a skill increase 
at high percentage values (non-linear percentile improvement). 
     Some games base themselves on 3d6 or 2d6 rolls, but people get used to 
the probability profile and have a feel for how much more likely an "11+" is 
than a "14+".  Some really go off the deep end such as SHADOWRUN, with 
rolling a number of single six-sided dice at a time based on your skill, each 
roll of 6 causing you to keep the 6 and add a new roll (ad infinitum), and 
then counting up the number of dice which beat a target number and comparing 
to the number of such successes you need.  Yechhhh! 
  
     Anyway, why does THE BABYLON PROJECT RPG (TBP) use the dice-rolling 
system it does?  For any character actions which are not an automatic "sure 
thing", all games seek to create a sufficiently varied range of outcomes.  
Increases in skill and situational modifiers will move the probabilities into 
some new range in interesting ways, if the game is well designed. 
     Given a range of outcomes, most games try to model the probabilities of 
each dice-roll so that they resemble a chunky bar-graph version of the 
Gaussian curve or "bell curve", where extreme results occur but rarely and 
average results are much more common. 
     Recent games (STAR WARS, CYBERPUNK) have been making greater use of a 
Target Number system, where there is a certain value you need to "make" or 
"beat".  Any higher rolls are also winners, and the probability of success 
equals the sum of the probabilities of all equal or higher numbers.  Because 
of the large "hump" in the middle of the probability profile, slight changes 
in the target cause the largest changes in probability in this range. 
     This feature of the bell curve has been very important for decades in 
tactical boardgames, encouraging players to marshall all the advantages they 
can get, to add "bonuses" to improve their odds when evenly matched.  This 
was described in a little-known booklet called GAME DESIGN: Volume 1: Theory 
and Practice, by Nick Schuessler and Steve Jackson, 1981, chapter 6 (there 
were no further Volumes!) 
     As the 1st-edition AD&D game made clear, the easiest way to simulate 
something close to a bell curve was to roll three six-sided dice and add the 
numbers (two dice are not enough because the probability is more of a 
triangular profile, although this was used in early TRAVELLER.)  The extreme 
results 3 and 18 each occur on the average only once every 216 throws. 
  
     TBP has found a way to use only two regular six-sided dice and generate 
many bell-curve distributions.  This game assigns a Difficulty rating to 
tasks a character might have to perform.  Difficulty labels are rather 
arbitrary, such as Basic, Average, Tricky, or Difficult, and each is assigned 
a target number.  The player must add the values of a character's appropriate 
Attribute, a relevant Skill, a +2 bonus for a Specialty, and a Random 
Modifier. 
     This Random Modifier causes results to vary according to a distribution.  
Two six-sided dice are rolled, one representing "positive" and the other 
"negative", but only the smaller die is retained as the result.  Since there 
are 36 possible combinations of these dice pairs, we can determine the 
consequences of each pair and tabulate the results: 
  
Result:        # of occurrences (out of 36): 
  
+ 5            1 
+ 4            2 
+ 3            3 
+ 2            4 
+ 1            5 
  0            6   [the result of all tied dice-pairs](*) 
- 1            5 
- 2            4 
- 3            3 
- 4            2 
- 5            1 
  
     So far, simple.  In fact, you would get the same spread of probability 
just by adding two six-sided dice together and subtracting 7, but TBP avoids 
even this minimal arithmetic by simply asking you to focus on the number of 
the smaller die-roll. 
     (*)Rolling two 1's gives an additional Setback result of some minor 
sort; rolling two 6's gives a minor Benefit result.  Since these are 
adjudicated by the GM, they are role-played and add some interest to the 
situations but do not affect probabilities.  
  
     Since players will want to design characters with some kind of 
specialist profession, they will naturally tend to boost the Attribute 
important to the skills of that profession by +2, raise a favorite skill to 
the beginner maximum of 4, and name a specialty within that skill for a +2 
bonus.  Assuming an average base racial Attribute of 5, that totals 13.  
Although some players will want to spread skill points around or attempt to 
have two or more favored specialties, their main skill rolls will equal or 
approach that number. 
     TBP has assigned target numbers to Difficulty ratings on a non-linear 
scale, where an unmodified rating of Difficult is 11 but Very Difficult is 
15.  Since a seasoned professional in a skill is at up to 13, this falls 
conveniently in the middle of a very sensitive range, where the Random 
Modifier creates small swings in the final number and large swings in the 
resulting probability of beating the Difficulty number -- right where a 
professional is challenged by tough tasks. 
     Unskilled characters can only apply their Attribute to an Ability 
number, so they are struggling with what to a human professional are 
Basic/Average Tasks.  Difficulties of 5 to 9 are their critical range. 
     For routine tasks, set much lower, the player may not even have to 
bother rolling at all, although he should anyway to see if he gets "snake 
eyes" (the minor, role-played Setback result) or "boxcars" (some extra 
Benefit).  But for tasks in the challenging range, the GM must be very 
careful to use Difficulty number modifiers sparingly, and here's why: 
     If we consider the Margin obtained by subtracting the Difficulty number 
of the task from the Ability number resulting from the character's Attribute, 
Skill and Specialty, we can then construct this handy master (monster!) 
table: 
  
------------------------------------------------------------ 
  
                         MASTER PROBABILITY TABLE 
                            (chances out of 36) 
  
Margin              [PIP=Probability of Injury after Pushing(*); 
between              (C=Critical, S=Significant, N=Normal, M=Marginal)  
Ability              + (S=Success, F=Failure) ] 
and        
Diffi-      SUCCESS 
culty       TOTAL     PIP     CS   SS   NS   MS  |  MF   NF   SF   CF 
                                                 | 
 11 or more   36       0      36    0    0    0  |   0    0    0    0 
                                                 | 
 10           36       0      35    1    0    0  |   0    0    0    0 
  9           36       0      33    3    0    0  |   0    0    0    0 
  8           36       0      30    5    1    0  |   0    0    0    0 
  7           36       0      26    7    3    0  |   0    0    0    0 
  6           36       0      21    9    5    1  |   0    0    0    0 
                                                 | 
  5           36       0      15   11    7    3  |   0    0    0    0 
  4           35       0      10   11    9    5  |   1    0    0    0 
  3           33       0       6    9   11    7  |   2    1    0    0 
  2           30       0       3    7   11    9  |   3    3    0    0 
  1           26       1       1    5    9   11  |   4    5    1    0 
                                                 | 
  0           21       3       0    3    7   11  |   5    7    3    0 
                                                 | 
- 1           15       6       0    1    5    9  |   6    9    5    1 
- 2           10      10       0    0    3    7  |   5   11    7    3 
- 3            6      15       0    0    1    5  |   4   11    9    6 
- 4            3      21       0    0    0    3  |   3    9   11   10 
- 5            1      26       0    0    0    1  |   2    7   11   15 
                                                 | 
- 6            0      30       0    0    0    0  |   1    5    9   21 
- 7            0      33       0    0    0    0  |   0    3    7   26 
- 8            0      35       0    0    0    0  |   0    1    5   30 
- 9            0      36       0    0    0    0  |   0    0    3   33 
-10            0      36       0    0    0    0  |   0    0    1   35 
                                                 | 
-11 or less    0      36       0    0    0    0  |   0    0    0   36 
  
  
(*)The probability of physical injury after pushing a physical Attribute by 
1 is given for the Margin for the new Ability score derived from the new, 
temporary physical Attribute.  This probability is equal to SF + CF.  Keep in 
mind that suggested Impact injury for SF is 3, and CF is 6, and so the 
probability distribution and not just the total injury probability will 
matter. 
  
To convert these figures to percentage probabilities, multiply the values 
given by 2.777777777. 
------------------------------------------------------------ 
  
     By adding up the probability of rolls which meet or exceed the target 
Difficulty number, we get probabilities reminiscent of a bell curve 
distribution.  Notice that an Ability number evenly matched to a Difficulty 
gives a slightly larger than 50% probability of success (21/36).  This has to 
do with the fact that a Random Modifier of zero is in fact counted as a 
Success result instead of something neutral, and so Marginal Successes almost 
always exceed Marginal Failures.  This creates an effect similar to a "house 
percentage" in gambling casinos, except here the slight improvement in 
probability works to the advantage of characters vs. the cold impersonal 
universe. 
  
     The sensitive area for fluctuations in the Margin span the area of +1 to 
-2.  In just that short range, the chance of success goes from over 2/3rds 
(26/36) to under 1/3rd (10/36).  That is why GMs must be very careful not to 
allow too many modifiers, and resist the whining and pleading of the players 
to add even a +/- 1 modifier for a trivial reason.  However, if there is an 
overwhelmingly good reason, the GM can add a large modifier and either make 
success in a task almost assured -- or almost beyond the reach of even the 
top specialists. 
  
     But that's not all!  Every roll causes a particular degree of success or 
failure, and as the Margin goes up, not only does the probability of success 
increase but the quality of successes will shift also.  The distributions are 
clearly shown along each row of the table, although by this point a math 
analysis of success breaks down because most non-combat results are defined 
by the GM for what is meant by "Critical Success" or "Marginal Failure".  A 
player may have fixed an Attribute and Skill to set his Margin rather high, 
but the specific quality of the result is still in doubt, with a rough bell 
curve profile of results. 
  
     Bell-curve profiles occur every which way, in whatever direction on the 
table when you keep one variable fixed, and so that yields the desired 
diversity of results.  That is why I would rate TBP's system as better-than- 
average and deceptively simple since you roll only two dice and appear to 
have fixed the range of outcomes when you fixed your Attribute and skill levels. 
  
     Another outcome of this table has to do with the Probability of taking 
an Impact Injury after Pushing a physical Attribute (PIP).  This practice 
works best when you are already a star athlete, to raise your positive Margin 
to achieve really spectacular successes.  It should not be tried at the lower 
Margins to reduce the severity of failure, since you will indeed shift the 
bell-curve distribution of results by moving up one row, but the act of 
Pushing will now introduce the risk of Impact Injury (equal to the sum of the 
chances of Significant and Critical Failures). 
     It is unclear whether multiple simultaneous pushes are allowed, but even 
sequential use of pushing carries an extra risk of exhaustion when reducing 
Endurance down to half. 
  
     Once again, I welcome comments to this analysis. 
  
---Pierre Savoie (ab966@torfree.net) 
  
- 
This message has come to you from the the-babylon-project-l mailing list, 
which is dedicated to discussion of Chameleon Eclectic's The Babylon 
Project roleplaying game and related topics. If you do not wish to 
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that's an "L", not a "one", at the end). For more information on 
The Babylon Project, visit Chameleon Eclectic's web site at 
http://www.blackeagle.com. 
  
 
 
From ???@??? Sun Jun 22 10:16:26 1997 
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Date: Sat, 21 Jun 1997 19:27:54 -0500 
From: Jerry & Jamie Nealis <jnealis@OnRamp.NET> 
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Has anyone heard anymore on any of the Ultimate Books? 
 
I looked at the Hero Page....... Nice job of being current. ;) But where 
do I go for the NEW stuff? My group is getting antsy to build a new team 
and wants all the shiney new toys to do it with. 
 
On a related note...... does anyone have a new (well not necessarily 
new) VIPER villain they'd like to share or lend out? Preferabley 
something devious and cunning. I'm building  new Nest in Dallas and 
need  a Paranormal to run the place. ANY suggestions will be 
appreciated. 
 
Thanx 
 
Jerry 
aka Puzzleboy--Foxbat's Best Friend 
 
From ???@??? Sun Jun 22 10:16:28 1997 
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Date: Sun, 22 Jun 1997 14:33:43 +1000 
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From: HAPPYELF!!! <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Babylon 5 probabilities 
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At 06:31 PM 6/21/97 -0400, you wrote: 
 
 (blah) 
>     TBP has found a way to use only two regular six-sided dice and generate 
>many bell-curve distributions.  This game assigns a Difficulty rating to 
>tasks a character might have to perform.  Difficulty labels are rather 
>arbitrary, such as Basic, Average, Tricky, or Difficult, and each is assigned 
>a target number.  The player must add the values of a character's appropriate 
>Attribute, a relevant Skill, a +2 bonus for a Specialty, and a Random 
>Modifier. 
(blah) 
 
they didn't find anything. Daeldalus used the same system in it's Nexus game-  
incidentally the only other good multigenre i've found. 
 
All in all, this is what i object to. No one on the list persisted with the  
"50%-50%" thingie fer long. A few people just said the game sucked.  
Please, can we stay away from purposless stuff like this? Nobody cares about the  
brilliant nuances of non-linear probability!! It all just makes it harder  
for the GM to improvise with numbers. Yes, i say this afteer reading the whole thing, so please don't repost it. 
 
From ???@??? Sun Jun 22 10:16:29 1997 
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Date: Sun, 22 Jun 1997 14:37:15 +1000 
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From: HAPPYELF!!! <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Super Kids 
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At 03:44 PM 6/21/97 -0400, you wrote: 
>> > Simon Says - mind control with the limitation that he must do whatever 
>> > he commands other people to do. (and say "Simon says" of course!) 
>>  
>> Hopefully, he gives up his evil(?) ways before he reaches high  
>> school. Can you imagine a teenage boy with this power? "Go to the  
>> Clairmont Hotel, enter room 210, and have a wild night of  sex with  
>> the first person you see in the room." Could get ugly. 
>>  
>> Filksinger 
>>  
> 
>Yeah, especially when the girl reports him for rape, and police telepaths 
>confirm what happened.  Or when Simon finds out that "Rebecca Wayne"'s 
>dad Bruce ain't exactly even-tempered. 
> 
>-Eric 
> 
> 
 
 
i still like my slimebeast idea better. . . . 
 
From ???@??? Sun Jun 22 10:16:30 1997 
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From: HAPPYELF!!! <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Related subject: 
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>> but that's not roleplaying!! that's character conception and skills!! who 
>> was roleplaying a dancer better? personality wise?? 
> 
>    That was debateable, but no matter what one character did, they allways 
>lost when they crossed over to the other's speciality.  The dancer and the 
>singer were just one example.  If the characters were playing the their characters the GM wanted them to, they could do no wrong.  It didn't matter 
>what they had down on their character sheet.  It was even worse with games 
>other than Champions, (like anything by RTG).  Where one particular player's 
>characters would have a 9 or 10 Cool, but go "eek!" at the drop of a hat.  The 
>characters weren't faking it either.  They were panicing because the player 
>thought it was cuite, and the GM liked it.  Characters with 20+ EGO, and 20+ 
>PRE would also do it in Hero.  Characters were running around the game with 
>all sorts of powers and skills, on top of the ones they payed points for 
>because it was part of the character concept, and it didn't matter. 
> 
> 
 
uh-huh? and this is bad why? roleplaying *below* their stat level is to be  
commended!  for instance, spidey can clearly lift more than 10 tons,  
and as for supes. . . .  
 
From ???@??? Sun Jun 22 10:16:35 1997 
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Date: Sun, 22 Jun 1997 00:51:54 PST 
Subject: ego power 
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I'm thinking about an egotist with an visible ego attack that goes to 
multiple targets(like in line?) in a single phase.  I'm having trouble 
on keeping the power cheap enough for a well rounded 250pt hero. 
 
 
 
Thanx 
 
From ???@??? Sun Jun 22 10:16:36 1997 
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From: mike.lehmann@mail.terminal.net (Mike Lehmann) 
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Subject: PBEM 
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 -=> Quoting  to Mike Lehmann <=- 
 
 > I have been considering running a PBEM game, but I have never done so 
 > before. Does anyone know where I can find good information on running  
 > such a game, rather than web pages about a particular game? I am  
 > particularly interested in ideas about how to handle Hero's already  
 > slow combat system when it might be a week before someone tells me  
 > their move. Any ideas? 
 
I can offer what I use for my PBEM. Here's an explained Tactical Sheet, which is how my players inform me of their actions each phase or turn. 
 
------------------------------------------------------------------------ 
Champions Tactics Sheet                                     Battle # ___ 
Player: _________________________      Character: ______________________ 
Scenario: ______________________________________________________________ 
------------------------------------------------------------------------ 
Stance: 
Total Offense   Active Offense   Balance   Active Defense  Total Defense 
 
 - Only pick one, please. This will give me an idea of what types of  
   actions you may take, as well as power levels you'll be using. Please  
   do not take "Total Offense", then ask to be defending as your  
   objective. 
 
(IOW, how are your combat levels, if any, used, and what types of  
attacks are you likely to use: Haymakers over nerve strikes, for  
example). 
 
Primary Objective: 
 - Engaging/avoiding a specific opponent 
     - For example, blasting the big tank, or dousing the flaming guy. 
 - Taking/avoiding a specific action 
     - Hitting that switch with my Batarang (tm) or avoiding being  
       pushed into the spinning blades of evisceration... 
 - Ensuring/preventing a specific event 
     - Making sure the President gives his speech, or preventing Dr. Mad  
       Scientist from pulling the death ray "ON" lever... 
 - Using/opposing a specific skill 
     - Setting up a security program for the base or disarming a bomb  
       laid by Doctor Demolition... 
 - Only 1 of the above for Primary Objective 
 
Secondary Objective: 
 - Same rules as Primary 
 
General Objectives: 
 - Can be up to 3 other actions of minor importance. 
     - Like deal with flying dudes, or cover my buddies... general  
       actions (which could be as detailed as you want 'em to be). 
 
These priorities will give me an idea of what you'd plan on doing during  
the fight. You can be as detailed as you like, but there is a 5-action  
limit for most (1 primary, 1 secondary, 3 general)... 
 
Observing: 
 - You can observe many things, but your perception of each is reduced.  
   1-2 things of key importance should be sufficient. 
 - Watching out for "unseen" foes may cause some firing at shadowy  
   figures. 
 
Of course, if you're watching the shadows and someone springs out of  
them, you'll have a good shot at them... 
 
------------------------------------------------------------------------ 
 
It can get a little confusing using it the first few times, but once you  
get the hang of using it, it gives a lot of flexibility to the player  
and (especially) the GM, who usually writes up the results of combat  
actions... 
 
mike.lehmann@mail.terminal.net - - - - - Justice Krewe / Enigma Watch GM 
- - - - - -  http://www.dfw.net/~aronhead/justice_krewe.html - - - - - - 
 
... "Auto Repair Service. Try us once, you'll never go anywhere again." 
~~~ Blue Wave/386 v2.30 [NR] 
 
 
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From ???@??? Sun Jun 22 10:16:37 1997 
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Date: Sun, 22 Jun 1997 01:50:50 -0500 
From: Todd Hanson <badtodd@dacmail.net> 
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Subject: Re: ego power 
References: <19970622.015717.3934.0.Darkage@juno.com> 
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Daemon Devillore wrote: 
>  
> I'm thinking about an egotist with an visible ego attack that goes to 
> multiple targets(like in line?) in a single phase.  I'm having trouble 
> on keeping the power cheap enough for a well rounded 250pt hero. 
 
 
Hmmm... 
 
4d6 Energy Blast, +1 Based on ECV, +1 Area Effect Line (or radius, or 
cone...) 
 
60 active points and a downright nasty power. 
 
Of course, if you want to get even UGLIER: 
 
3d6 Energy Blast, +1 Based on ECV, +1-1/2 Autofire vs Special Defenses, 
+1/2 half end. 
 
60 active points and usually doing 9-12 dice of NND damage to most 
people (assuming the egoist has a decent ECV and mental defense is 
fairly uncommon in the campaign) 
 
Good luck on getting a GM to approve the last one though  ;)  (or still 
having it after the first or second time you use it) 
 
 
Todd 
 
From ???@??? Sun Jun 22 13:55:58 1997 
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Date: Sun, 22 Jun 1997 11:49:20 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
Subject: GURPS to Hero (long) 
Message-ID: <Pine.SUN.3.96.970622113756.22942A-100000@access5.digex.net> 
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CONVERTING GURPS SUPERS TO HERO 
 
The following is a rough outline of how to convert your typical GURPS 
Supers character into Hero System character sheet.  Note that this is 
really a 'quick-and-dirty' guide to systems conversion, I am not all that 
familiar with GURPS mechanics to try anything more complex than the 
basics.  This is also not an attempt to breakdown GURPS posers into their 
HERO equivalents.  I highly recommend that anyone trying to convert from 
GURPS have (at least ) GURPS Supers available. 
 
PART I: Characteristics 
For converting from GURPS to Hero using the following chart (adapted from 
Fantasy Hero 2nd Edition). 
 
STR	see below 
DEX	(DX x 2) -10 
CON	(HT x 2) -10 
BODY	HT and see below 
INT	(IQ x 2) -10 
EGO	see below 
PRE	10 + (Charisma x 2.5) and see below 
COM	see below 
PD	Figured x 2 (note: this may result in very odd numbers) 
ED	Figured x 2 (ditto) 
SPD	Figured(Round Up) and see below 
REC	Figured 
END	Figured 
STUN	Figured 
 
Note: the (CHAR x 2) -10 system works well enough for most translations. 
When adapting low-level characters (ie. normals) this will result in Hero 
Characteristics from 10 to 30.  This may be a bit extreme for some GMs. 
It tends to work out fine for Super Hero characters.   
 
STR: this stat is a mess as far as translations go.  GURPS STR is linear 
(20 STR is 2x as strong as a 10 STR, 40 is as twice as strong as 20 etc.), 
while Hero is exponential (each 5 points of STR is doubles your lifting 
capacity).  After some rough figuring based upon stated values in source 
material and the GURPS maximum lifting rules I offer the following system: 
 
GURPS	HERO 
15	13 
16	14 
17	15 
18	16 
19	17 
20	18 
21	19 
22	20 
26	23 
30	25 
33	28 
35	30 
45	33 
55	35 
65	38 
75	40 
90	43 
110	45 
130	48 
150	50 
180	53 
210	55 
250	58 
290	60 
350	63 
410	65 
 
BODY: some characters have the power of "Extra Hit Points".  Add these to 
the HT score to find the characters final BODY total. 
 
EGO: There are several ways to handle this.  One is to use (IQ x 2) -10, 
which means that any smart character is going to have a high Ego as well. 
Another is to use ((IQ + Strong Will) x2) -10.  The third is to use IQ + 
(Strong Will x 2) to determine EGO. The final is to use 10 + (Strong Will 
x 2).  The best method seems to be the third way. 
 
PRE: Another way is to give the character +3 PRE for ever level of 
Charisma they have. 
 
COM: A rough correlation is as follows: 
 
GURPS			HERO 
Hideous			0-2 
Ugly			4-6 
Unattractive		8 
Attractive		12-14 
Handsome/Beautiful	16-18 
Very Handsome/Beautiful	20-22+ 
 
SPD: This is very tough.  The move score given for characters only 
reflects their actual movement.  The character's Speed stat helps to 
determine over all quickness.  a very high GURPS Speed should mean a very 
good Hero SPD.  In many cases refer to the character description. 
 
MOVE: use the GURPS movement score straight over as the Hero Running. 
Some characters may have Flight, and some will have different Flight 
numbers (such as a base flight and a "super" flight.  In many cases the 
Flight listed is a top speed.  Usually these numbers can help determine 
the characters actual SPD as well. 
 
PART II: GURPS Advantages 
A lot of this are similar to Hero Talents.  Others are simulated by a 
characteristic boost.  See the chart below.  Note: any GURPS Advantage not 
listed is something that doesn't translate to Hero easily. 
 
GURPS				HERO 
Absolute Direction		Bump of Direction 
Absolute Timing			Absolute Time Sense 
Acute Hearing			PER bonus to hearing 
Acute Taste and Smell		PER bonus to taste/smell 
Acute Vision			PER bonus to sight 
Alertness			PER bonus 
Ambidexterity			Ambidexterity 
Attractiveness			see COM 
Charisma			see PRE 
Clerical Investment		Perk: Priest 
Combat Reflexes			Increase DEX or CSL with HTH 
Danger Sense			Danger Sense 
Double-Jointed			Double Jointed 
Eidetic Memory			Eidetic Memory 
High Pain Threshold	 	Add to PD or ED, 1/4 Damage Resistance, 
				Physical, Stun Only (-1/2) 
Immunity to Disease		Life Support: Immunity to Disease 
Language Talent			Linguist 
Legal Enforcement Powers	Perk: Legal Enforcement Powers (var) 
Lightning Calculator		Lightning Calculator 
Luck: 15 Points			1d6 Luck 
Luck: 30 Points			3d6 Luck 
Military Rank			Perk: Rank (var) 
Night Vision			UV Vision (except *total* darkness) 
Strong Will			see EGO 
Toughness			Add to PD or ED, Damage Resistance or Armor 
Wealth	see below 
 
GURPS		HERO 
Dead Broke	Destitute 
Poor		Poor 
Struggling	Middle Class 
Average		Middle Class 
Comfortable	Middle Class  
Wealthy		Well Off 
Very Wealthy	Wealthy 
Filthy Rich	Filthy Rich 
 
Allies 		Follower 
Patron		Contact 
 
PART III: Disadvantages 
These are pretty simple.  Most of them translate right over to Hero disads 
pretty easy.  I'd recommend getting a hold of a GURPS rule book to 
determine exactly what some of the disads mean, but...  A rough breakdown 
of GURPS Disadvantages would be as follows: 
 
GURPS			HERO 
SOCIAL			see below 
Odious Personal Habit	Usually a DF, or a Psych Lim 
Poverty			see Wealth 
Primitive		Phys Lim: Doesn't understand/unfamiliar with 'x' 
Reputation		Reputation 
Social Stigma		Usually a DF, or a Rep. 
 
PHYSICAL 		usually a Phys Lim.  Note that some GURPS Physical 
			Limitations may or may not be consider "valid" 
			limitations by Hero GMs. 
 
MENTAL			usually a Psych Lim.  See notes below. 
Addiction		Possible Psych and Phys Lim 
Berserk			Berserk/Enraged 
Dyslexia		Phys Lim 
Illiterate		Phys Lim 
Split Personality	Phys Lim, as well as possible Accidental Change 
Unluckiness		1d6 Unluck 
Weak Will		Lower the character's EGO 
 
DEPENDENTS		DNPC 
 
DUTIES			usually a Watched  
 
ENEMIES			Hunted 
 
QUIRKS			May be a DF or a minor Psych Lim.  Some GMs allow 
			1 point Quirks for Hero as well (I do) 
 
PART IV: Super Advantages, Powers and Super Skills 
Get a copy of GURPS Supers and read the power description.  There are far 
to many powers and skills and so one to even try and define them all in 
Hero terms.  Such a project is feasible, but far beyond the intended scope 
of this posting.  Needless to say, most if not all questions such as power 
level, damage amounts and such will often be determined by the GM's 
preferences as well as information gained via translation.  For example, 
the author of this post tended to keep to a standard 60 Active Points for 
powers when adapting the Wild Cards characters.  The numbers tended to 
work out alright and provide a nice consistent base for others to modify 
from. 
 
PART V: Super Disadvantages: 
 
GURPS			HERO 
Dependency		Dependence (or, possibly a Phys Lim) 
Uncontrolled Change	Accidental Change 
Vulnerability		Vulnerability 
Weakness		Susceptablity 
 
PART VI: Skills 
Skills tend to be pretty straight forward.  Most skills have Hero 
counterparts.  Note that GURPS skills often have numbers that far exceed 
the typical 3-18 range that Hero uses.  A rough listing of easy to 
translate skills is as follows: 
 
GURPS			HERO 
Acrobatics		Acrobatics, Breakfall 
Acting	Acting. 	Mimicry 
Administration		Bureaucratics 
Animal Handler		Animal Handling 
Armory			Weaponsmith 
Bard			Oratory 
Climbing		Climbing 
Criminology		Deduction 
Demolitions		Demolitions 
Diplomacy		Conversation 
Disguise		Disguise 
Escape			Contortionist 
Fast Talk		Bribery, Persuasion 
First Aid		Paramedic 
Hobby Skill		Knowledge Skill 
Hold Out		Concealment 
Intelligence Analysis	Criminology 
Forgery			Forgery 
Gambling		Gambling 
Interrogation		Interrogation 
Lip Reading		Lipreading 
Lockpicking		Lockpicking 
Mechanic		Mechanics 
Merchant		Trading 
Navigation		Navigation 
Pick Pockets		Sleight of Hand 
Professional Skill	Professional Skill 
Riding	Riding 
Savoir-Faire		High Society 
Science Skills		Science Skills 
Sex Appeal		Seduction 
Shadowing		Shadowing 
Sleight of Hand		Sleight of Hand 
Strategy		Tactics 
Stealth			Stealth 
Streetwise		Streetwise 
Surgery			Forensic Medicine 
Swimming		Swimming 
Tactics			Tactics 
Traps			Security Systems 
Vehicle Skills		Transport Familiarity 
Ventriloquism		Ventriloquism 
Weapons Skills		Weapon Familiarity 
 
Martial Arts: 
GURPS		HERO 
Brawling	Dirty Infighting, or HTH CSL (either 3 point or 5  
		point levels 
Fencing		Fencing or Kenjutsu - any martial arts that relies  
		mainly upon use of a sword 
Judo		Akido, Judo, Wrestling - any martial arts that  
		concentrates upon throws and holds 
Karate		Karate, Kung Fu, Tae Kwon Do - any martial arts  
		that concentrates upon punching and kicking 
 
Note: some characters may have more than one martial skill.  Moonchild 
(from GURPS Wild Cards) had both Judo and Karate.  The game description 
mentioned her using Akido, but her nationality was Korean.  I remembered 
her using Tae Kwon Do maneuvers in one of the books and gave her those 
packages.  Other characters should get martial arts based upon origin and 
character description. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
From ???@??? Mon Jun 23 21:13:00 1997 
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From: Opal@october.com (Opal) 
Date: 22 Jun 97 02:59:00 GMT 
Subject: The Harlequin Challenge 
Message-Id: <5c6_9706221021@october.com> 
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 h >  
 h > My solution, was to build Harlequin as the "main character" with a  
 h > Multiform.  The Multiform was Comedian, and he had the power of  
 h > Duplication with the limitation, 1 Body, Always On.  The balance of  
 h > points between the three forms was absolute hell.  Thespian was built  
 h > a certain amount of points, Comedian the same amount, plus duplication  
 h > (strong enough to create the Thespian Body) and the Harliquin had to  
 h > have Multiform powerful enough for the Comedian's total points.  
 h > (Whew!!!!)  
 h >  
 h > Does anyone out there have a simpler way of creating one individual,  
 h > that splits into two unique beings, less powerful than the first?  
  
Usually when you have a duplicating character like this - with two  
duplicates that are less powerful than the combined character,  
you build the full power character with some of his powers bought  
'not when duplicated' (-1/2?) and duplication.  
  
If the two weaker characters are substantially different from the  
combined form (or you just don't want one of the duplicates  
staggering under the wieght of more disadvantages) you could buy  
The 'combined' form as the 'primary' character, who would take  
Duplication to produce one of the lesser characters, and a (probably  
linked) Multiform to change into the other.   This way, the two  
Duplicates can be built on equal total points and Disadvantages,  
and only the primary form need bear the cost of the Duplication  
and Multiform.  
___  
 * OFFLINE 1.58  
 
From ???@??? Mon Jun 23 21:13:02 1997 
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Date: Sun, 22 Jun 1997 13:55:03 -0400 
From: Joe Mucchiello <why@mars.superlink.net> 
Subject: Re: ego power 
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At 12:51 AM 6/22/97 PST, Daemon Devillore wrote: 
>I'm thinking about an egotist with an visible ego attack that goes to 
>multiple targets(like in line?) in a single phase.  I'm having trouble 
>on keeping the power cheap enough for a well rounded 250pt hero. 
 
It looks to me like you have already described the power perfectly: 
 
6d6 EGO Attack, AOE Line (+1), Visible (-1/4).  60 Active, 48 Real cost. 
That's a devistating attack.  It averages 21 points against everyone but 
the enemy mentalist.  You don't even need a great ECV, how hard is it to 
hit the poor defenseless hex. 
 
  Joe 
 
From ???@??? Mon Jun 23 21:13:04 1997 
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From: Trevor Barrie <tbarrie@ibm.net> 
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Subject: Re: Related subject: 
In-Reply-To: <1.5.4.16.19970622144748.354f1f0c@topaz.cqu.edu.au> 
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On Sun, 22 Jun 1997, HAPPYELF!!! wrote: 
 
> >Where one particular player's characters would have a 9 or 10 Cool, but 
> >go "eek!" at the drop of a hat.  The characters weren't faking it 
> >either.  They were panicing because the player thought it was cuite, 
> >and the GM liked it.  Characters with 20+ EGO, and 20+ PRE would also 
> >do it in Hero.  Characters were running around the game with all sorts 
> >of powers and skills, on top of the ones they payed points for because 
> >it was part of the character concept, and it didn't matter. 
 
> uh-huh? and this is bad why? 
 
Because it's generally considered appropriate to role-play your character 
the way he or she was defined. If you want to play a character who's 
weak-willed and/or easily frightened, buy the stats to represent that. If 
you want certain powers and skills, buy them. 
 
> roleplaying *below* their stat level is to be commended! 
 
Why? What makes it any better or worse than playing your character as if 
he or she were better than their stats indicate? 
 
> for instance, spidey can clearly lift more than 10 tons,  
 
I don't see how that relates at all. 
 
From ???@??? Mon Jun 23 21:13:06 1997 
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On Fri, 20 Jun 1997 BeerCarboy@aol.com wrote: 
 
> Also he needs a Detect: Gravity Waves: Targetting Sense because he can sense 
> the play of gravity waves (when he contemplates killing Fortunato when the 
> pimp reports the death of Hiram's friend at the hands of the Alchemist he 
> does this). 
 
Unless he's actually done something useful with this ability (preferrably 
more than once), I'd say it's purely an SFX thing. 
 
From ???@??? Mon Jun 23 21:13:07 1997 
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From: Opal@october.com (Opal) 
Date: 22 Jun 97 05:16:00 GMT 
Subject: ego power 
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 h > From: darkage@juno.com (Daemon Devillore)  
 h > To: champ-l@omg.org  
 h >  
 h > I'm thinking about an egotist with an visible ego attack that goes to  
 h > multiple targets(like in line?) in a single phase.  I'm having trouble  
 h > on keeping the power cheap enough for a well rounded 250pt hero.  
 h >  
 h > Thanx  
  
You're probably starting with the wrong power (Ego Attack).  Instead,  
buy an NND or AVLD Energy Blast, with the AE:Line Advantage.  That's  
a +2 advantage for the NND - 4d6 for 60 Apts.  If you must, you could  
take an EB with Based on Ego Combat Value instead.  Same cost as the  
NND, but will require a ECV roll against each victim, and goes against  
EGO defense.  Both are visible and take range mods, unlike an AE Ego  
Attack, but the cost is more reasonable.  Also, are you picturing a  
line coming from the character or an AE that he puts out at a distance?  
If the former, you can bring the cost down further with a 'no range'  
limitation.  
___  
 * OFFLINE 1.58 * I am not a Rules Lawyer...I'm a Rules Activist.  
 
From ???@??? Mon Jun 23 21:13:10 1997 
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From: "Sean Pavlish" <pavlish@erols.com> 
Subject: Re: ego power 
Date: Sun, 22 Jun 1997 18:54:04 -0400 
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> It looks to me like you have already described the power perfectly: 
>  
> 6d6 EGO Attack, AOE Line (+1), Visible (-1/4).  60 Active, 48 Real cost. 
> That's a devistating attack.  It averages 21 points against everyone but 
> the enemy mentalist.  You don't even need a great ECV, how hard is it to 
> hit the poor defenseless hex. 
>  
>   Joe 
>  
 
uhm, I believe that ego attack is 10 per die.. thus, it would be 120 active.... not 
60. 
 
Sean 
 
From ???@??? Mon Jun 23 21:13:12 1997 
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From: Robert Rutherford <mirage@hpserv.keh.utulsa.edu> 
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Date: Sun, 22 Jun 1997 20:27:58 (-0600) 
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On Sun, 22 Jun 1997 14:41:45 +1000, 
HAPPYELF!!! <jonesmj@topaz.cqu.edu.au> wrote about Re: Related subject:: 
> >> but that's not roleplaying!! that's character conception and skills!! who 
> >> was roleplaying a dancer better? personality wise?? 
> > 
> >    That was debateable, but no matter what one character did, they allways 
> >lost when they crossed over to the other's speciality.  The dancer and the 
> >singer were just one example.  If the characters were playing the their characters the GM wanted them to, they could do no wrong.  It didn't matter 
> >what they had down on their character sheet.  It was even worse with games 
> >other than Champions, (like anything by RTG).  Where one particular player's 
> >characters would have a 9 or 10 Cool, but go "eek!" at the drop of a hat.  The 
> >characters weren't faking it either.  They were panicing because the player 
> >thought it was cuite, and the GM liked it.  Characters with 20+ EGO, and 20+ 
> >PRE would also do it in Hero.  Characters were running around the game with 
> >all sorts of powers and skills, on top of the ones they payed points for 
> >because it was part of the character concept, and it didn't matter. 
> > 
> > 
>  
> uh-huh? and this is bad why? roleplaying *below* their stat level is to be  
> commended!  for instance, spidey can clearly lift more than 10 tons,  
> and as for supes. . . .  
 
Roleplyingbelow their stat level is to be commended?  Where do you get this 
idea? What is your idea of roleplaying, doing sutff that's cuite or funny?  
Neither Sups of spiderman run around acting like bimbos, why then should 
players playing characters with comprable mental stats be rewarding for 
playing their charcters as if they were morons.  If I have a character who is 
defined as being cooler than the Fonze, whould I be comended for hacing the 
character jump and go "Yipe!" everytime some punk gets in his face?  Is that 
roleplaying to you?  If you reward players for playing characters stats lower 
than they are, you would love my current group where I have told Charcters 
what to do next and they still didn't have a clue as to what they needed to 
do.  Please, if you want to play an idiot, don't give him an 18 INT. 
 
--  
+-----------------------------+-------------------------------------------+ 
|Rob Rutherford               |Mandatory Disclaimer:                      | 
|A.K.A. mirage                |                                           | 
|E-mail                       |If my views were those of my university    | 
|mirage@hpserv.keh.utulsa.edu |my tuition wouldn't go up every year.      | 
+-----------------------------+-------------------------------------------+ 
|           URL http://hpserv.keh.utulsa.edu/~mirage/home.html            | 
+-----------------------------+-------------------------------------------+ 
 
 
From ???@??? Mon Jun 23 21:13:14 1997 
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Date: Mon, 23 Jun 1997 01:34:45 -0500 
From: Todd Hanson <badtodd@dacmail.net> 
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Subject: A scenario idea, and a question 
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Seeing as the list is so quiet, I'll offer up a scenario idea... (in 
exchange for asking a question on how to do a part of it) 
 
First a little background: 
 
Here in Minneapolis we just had 'OzzFest' - an all day concert with 14 
heavy metal bands, including Marilyn Manson.  The concert was originally 
supposed to be in Somerset Wisconsin (about 1/2 hour away) but a group 
of 'concerned christians' got together and started a petition to stop 
them from having the concert there if Marilyn was going to play.  When 
the concert was moved to Minneapolis, a similar christian group tried to 
do the same thing here (they were unsuccessful - it's a little tougher 
to do this in a city than in a small town). 
 
For those of you unfamiliar with Marilyn Manson - his image is pretty 
heavy with satanism undertones. (his tshirts all tout slogans like 'tell 
me you love Satan' and 'Dont trust God - the Lord is a shepard') He 
looks alot like Edward Scissorhands crossed with the transvestite from 
Rocky Horror.  He does things on stage like pretending to cut himself 
(and despite what the media says, its fake blood - I watched close 
tonite), rips up bibles, gets the crowd to chant things like 'We hate 
love, we love hate', etc... he REALLY plays up the whole image and 
drives the crowd into a real frenzy in the process.  Drives the 
christian groups (and the media) completely nuts. 
 
disclaimer #1: I'm not a Marilyn Manson fan, I actually went to the 
concerts for a couple of the OTHER bands... like Type O Negative!   ;) 
 
Anyway, now that I've set the stage, here's the scenario: 
 
(Disclaimer #2 - if this seems to be a bit... disjointed, keep in mind 
that I'm writing this after about 8 hours of listening to heavy metal 
bands.. and my ears are still ringing) 
 
 
Marilyn Manson (change the name if you want - I'm leaving it alone 
because I know it will push some buttons in my group ;) is coming to 
town to do a concert.  Your campaign city has one of those groups that 
EVERY city has - usually called something like 'Citizens for Decency' or 
'Minneapolis Christian Coalition'.  This group has made alot of noise 
about not wanting this concert to take place.   
 
Nobody is sure WHAT Marilyn Manson's real story is.  His following just 
gets stronger and stronger.  After going to his concerts, his fans can't 
wait to run out and buy just about anything with his name on it. The 
more outragous he gets, the more the fans love him.  Their devotion 
borders on fanatacism. 
 
The PCs are asked to go undercover at the concert and see just what is 
going on. 
 
What nobody knows:  Marilyn's music is his expression of his 
superpowers.  His early songs work a large area effect ego drain.  His 
'speeches' in between songs are him using his high Oratory to inspire 
the now low-ego fans.  His final song is a large area effect mind 
control that makes the crowd fanatically loyal to him (at the level to 
make them think it is their own idea - not so tough to do to the 
currently ego 0 fans). 
 
The fun part:  after the final song, when the christian group's own team 
of supers breaks in to put a stop to this evil, a good share of the PCs 
should already be under the mind control, and be ready to jump to 
Marilyn's defense! 
 
The best way to do this:  know in advance which PCs have power defense, 
how much ego is drained before the final song, what each PCs adjusted 
ego (and ego roll) now is.  Pre-Roll the mind control for the final 
song, ask each PC to make a 3d6 roll (but dont tell them what it is 
for).  Seperate the PCs into 2 groups: those who are controlled, and 
those that arent.  Describe the scene of the christian supergroup 
busting in to each group the way that they would see it: the controlled 
group would see a group of murderous supers busting in and trying to 
murder the innocent musician.  The PCs who AREN'T controlled see things 
as they actually are.. and won't understand why their friends are 
fighting AGAINST them!  Should provide for some good roleplaying, and a 
chance for some of the PCs to go toe to toe with each other (and we all 
know they are always looking for a chance to do THAT!) 
 
Eventually the group of controlled PCs should grow smaller and smaller 
(either as they are defeated, or as they break the mind-control. Maybe 
give them another ego roll to break if a team mate actively tries to 
convince them that they are being controlled?) 
 
I'm going to use the above scenario to introduce another Supers group to 
the campaign - a team that is considered 'one of the goodguys', but will 
not always be working towards the same goals as the PCs are (and will 
sometimes have conflicting goals).  The above scenario will give them a 
built in rivalry.. 
 
Okay, I shared the scenario... now the questions: 
 
1.  In order for the above scenario to work, the PCs cant realize that 
their ego is being drained.  Will just buying invisible power effects 
take care of that?  Or do I need to do something else? 
 
2.  I'm just not as 'up' on my religion as I should be.. I could really 
use some suggestions for religion based characters for this one.  In 
fact, if anybody can think of some cool names with a religious theme, I 
can do the characters... 
 
 
Well, any comments, suggestions, critisisms?  Anybody else want to share 
a scenario idea? 
 
Todd 
 
From ???@??? Mon Jun 23 21:13:17 1997 
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Date: Mon, 23 Jun 1997 01:25:42 -0700 
From: "Capt. Spith" <cptspith@teleport.com> 
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> > >It was even worse with games 
> > >other than Champions, (like anything by RTG).  Where one particular player's 
> > >characters would have a 9 or 10 Cool, but go "eek!" at the drop of a hat.  The 
> > >characters weren't faking it either.  They were panicing because the player 
> > >thought it was cuite, and the GM liked it.  Characters with 20+ EGO, and 20+ 
> > >PRE would also do it in Hero.  Characters were running around the game with 
> > >all sorts of powers and skills, on top of the ones they payed points for 
> > >because it was part of the character concept, and it didn't matter. 
> > 
> > uh-huh? and this is bad why? roleplaying *below* their stat level is to be 
> > commended!  for instance, spidey can clearly lift more than 10 tons, 
> > and as for supes. . . . 
>  
> Roleplyingbelow their stat level is to be commended?  Where do you get this 
> idea? What is your idea of roleplaying, doing sutff that's cuite or funny? 
> Neither Sups of spiderman run around acting like bimbos, why then should 
> players playing characters with comprable mental stats be rewarding for 
> playing their charcters as if they were morons. 
 
   (and so on....) 
 
   It seems to me that there may be a misinterpretation by some people 
between character concept, roleplaying, and character sheets.  Allow me 
to rant and ramble.... 
   The original complaint had to do with players not playing their 
characters' conceptions properly.  I have to agree that that is a valid 
complaint; 
  1)Powers and skills not 'paid for' are powers and skills that the 
character does not have.  Roleplaying cannot make a character understand 
how to rebuild a car's engine if (s)he has no mechanics skill; even if 
the PLAYER can. 
  2)Powers and skills that ARE paid for do not simply 'disappear' for 
the sake of a humourous reaction or 'take'.  If a character has a 25 
PRE, (s)he's not going to be frightened or cowed by a thing jumping out 
from a bush. 
 
   How a person roleplays a character is intimately linked with both the 
character's conception AND the character's actual writeup.  A Character 
with a <19 Computer Programming skill can be roleplayed as a Supreme 
Hacker.  A character with a <8 Computer Programming roll can only be 
roleplayed as a Supreme Hacker WANNABE, or a self-admitted novice.  If a 
character's concept calls for (in this example) a computer genius, the 
player must spend the points, or else change the concept.  A Character 
with a 23 INT can PRETEND to be an idiot, but (s)he will not actually BE 
an idiot. 
 
   Roleplaying has to do with personality and psychology, not with 
whether or not one has or has not a particular skill;  by this I mean 
that if you HAVE a skill, you have it, if you don't you don't, period.  
ROLEPLAYING has to do with whether that <19 pianist skill makes an 
insufferable primadonna or a humble artist.  It is important to remember 
that in a ROLE PLAYING GAME, a character's ABILITIES are defined by what 
is/is not on his/her character sheet, a character's PERSONALITY may be 
partially defined by his/her Psych Lims and other Disads; a character's 
CONCEPTION must accomodate both of these aspects, and played according 
to all three. 
   
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
From ???@??? Mon Jun 23 21:13:19 1997 
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From: "Capt. Spith" <cptspith@teleport.com> 
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Todd Hanson sez; 
 
   <Scenario Presented> 
  
> 1.  In order for the above scenario to work, the PCs cant realize that 
> their ego is being drained.  Will just buying invisible power effects 
> take care of that?  Or do I need to do something else? 
 
   Invisible Power Effects is precisely what would be appropriate in 
this situation, and you'd probably want to include invisible to mental 
as well (+1; invisible to all senses) 
  
> 2.  I'm just not as 'up' on my religion as I should be.. I could really 
> use some suggestions for religion based characters for this one.  In 
> fact, if anybody can think of some cool names with a religious theme, I 
> can do the characters... 
 
   I have a religious group in my campaign who call themselves the 
Spanish Inquisition. They are a dangerously serious threat, but I took 
some of the names from Monte Python's Spanish Inquisition.  My group 
has; 
 
   Mother Superior 
   Father Secola 
   Cardinal Biggles 
   Cardinal Fang 
   and Caspar the Holy Ghost 
 
   Though the names may be a little on the frivolous side, they each 
have a specific theme for their powers; 
 
Mother Superior;  Moses-style abilities (calling down plagues, nasty 
weather against the enemy....) 
Cardinal Biggles;  A Charismatic preacher w/healing, mind control, and 
an aid to give additional powers to the 'converted'. 
Cardinal Fang;  A Brick (The 'Righteous Fist of God) 
Caspar; A multiform of the 'Father'(Aids and Drains), the 'Son'(ability 
to do small 'miracles'), and the holy ghost(Desol and the ability to 
possess people - at least those who are already righteous....) 
Father Secola; Simply transportation (Huge amounts of Teleportation 
useable on the whole team.) 
 
-- 
   Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
From ???@??? Mon Jun 23 21:13:21 1997 
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Date: Mon, 23 Jun 1997 01:59:13 -0700 
From: "Capt. Spith" <cptspith@teleport.com> 
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The Marilyn Manson Scenario idea has caused me to pose a question 
somewhat in relation to its concept; 
   When a PC is mind-controlled, How do you handle it as a GM; does the 
player get to keep playing the character (under new 'orders') or do you 
take over the character until the player can break the control? 
   I would have to assume that this depends on what kind of players one 
has; in my group I am exceedingly fortunate that my players are just as 
excited at playing their characters as mind-controlled puppets as they 
are to trounce the villians.  I guess the more accurate question is;  
How many GM's have players who can be trusted to play their own 
mind-controlled characters? 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
From ???@??? Mon Jun 23 21:13:23 1997 
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Date: Mon, 23 Jun 1997 04:35:32 -0500 (EST) 
From: Tokyo Mark <bastet@iquest.net> 
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Subject: Re: A scenario idea, and a question 
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>    I have a religious group in my campaign who call themselves the 
> Spanish Inquisition. They are a dangerously serious threat, but I took 
> some of the names from Monte Python's Spanish Inquisition.  My group 
> has; 
>  
>    Mother Superior 
>    Father Secola 
>    Cardinal Biggles 
>    Cardinal Fang 
>    and Caspar the Holy Ghost 
>  
>    Though the names may be a little on the frivolous side, they each 
> have a specific theme for their powers; 
 
Alot depends on how seriously you want the PC's to take the group.  No 
matter how serious the above group was shown to be, I'd never be able to 
really take them seriously because of the Monty Python connection. 
 
On good religious group, surprisingly, was done up in the Elementals.  The 
characters were given names from biblical scripture, the passage relating 
to their powers.  I don't remember the exact names and passages off hand, 
but an example is naming a character Exodus 3:16 (And there was a shroud 
of darkness over the land of Egypt, even darkness that could be felt) and 
give the character darkforce powers. 
 
It should not be too tough to dig up my comics and post the exact names 
and passages if there is interest. 
 
TokyoMark 
 
From ???@??? Mon Jun 23 21:13:25 1997 
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Date: Mon, 23 Jun 1997 04:52:10 -0500 
From: Jerry & Jamie Nealis <jnealis@OnRamp.NET> 
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Todd Hanson wrote 
 
<edited> 
>  
> 1.  In order for the above scenario to work, the PCs cant realize that 
> their ego is being drained.  Will just buying invisible power effects 
> take care of that?  Or do I need to do something else? 
 
maybe throw in a small "Mental Suggestion"..... like you feel nothing 
unusual or ignore what is happening to you 
 
> 2.  I'm just not as 'up' on my religion as I should be.. I could really 
> use some suggestions for religion based characters for this one.  In 
> fact, if anybody can think of some cool names with a religious theme, I 
> can do the characters... 
 
some name ideas: 
 
Revelation 
Shepard 
Holy Trinity 
Holy Ghost 
Apostle 
Angel 
Jericho 
Cain 
Crucifix 
Dove 
Retribution 
Brimstone 
Adam 
Eve 
Disciple (spelling?) 
Father... 
Sister... 
Brother... 
Devotion 
Vengence (is Mine, sayeth the Lord) 
Convert 
David 
Goliath 
Judas 
Revival 
Miracle 
Cleric 
Monk 
Paladin 
Preacher 
  
> Well, any comments, suggestions, critisisms?  Anybody else want to share 
> a scenario idea? 
 
Hmmmmm scenario idea?........ OK How about a group of 20 something 
Superpowered friends..... they aren't really Badguys but the aren't 
really Heroes either. In fact they behave a lot like C.L.O.W.N..... but 
are more interested in having fun than anything else. 
 
Any ideas on what kinds of things they might do to attract the attention 
of the local Superteam?  
 
Jerry aka 
Puzzleboy--Foxbat's Best Friend 
 
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From: Jerry & Jamie Nealis <jnealis@OnRamp.NET> 
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Tokyo Mark wrote: 
>  
> >    I have a religious group in my campaign who call themselves the 
> > Spanish Inquisition. They are a dangerously serious threat, but I took 
> > some of the names from Monte Python's Spanish Inquisition.  My group 
> > has; 
> > 
> >    Mother Superior 
> >    Father Secola 
> >    Cardinal Biggles 
> >    Cardinal Fang 
> >    and Caspar the Holy Ghost 
> > 
> >    Though the names may be a little on the frivolous side, they each 
> > have a specific theme for their powers; 
>  
> Alot depends on how seriously you want the PC's to take the group.  No 
> matter how serious the above group was shown to be, I'd never be able to 
> really take them seriously because of the Monty Python connection. 
>  
> On good religious group, surprisingly, was done up in the Elementals.  The 
> characters were given names from biblical scripture, the passage relating 
> to their powers.  I don't remember the exact names and passages off hand, 
> but an example is naming a character Exodus 3:16 (And there was a shroud 
> of darkness over the land of Egypt, even darkness that could be felt) and 
> give the character darkforce powers. 
>  
> It should not be too tough to dig up my comics and post the exact names 
> and passages if there is interest. 
>  
> TokyoMark 
 
I remember that issue..... if you do find it... I at least would love 
to  see the list...... if for nothing else than to learn the passages 
again..... I always thought that was a neat concept.... but never 
bothered to look up the actual quotes. 
 
In the same vein.... Anybody out there of a faith other than Christian 
that could contribute names or concepts? 
 
Jerry aka 
Puzzleboy--Foxbat's Best Friend 
 
From ???@??? Mon Jun 23 21:13:28 1997 
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From: S McGinness <smcginn@csm.ex.ac.uk> 
Date: Mon, 23 Jun 97 11:41:15 GMT 
Message-Id: <7100.9706231141@csm.exeter.ac.uk> 
Subject: re: A scenario idea, and a question 
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Jerry & Jamie Nealis <jnealis@NET.OnRamp> 
>Any ideas on what kinds of things they might do to attract the attention 
>of the local Superteam? 
 
Well the Temperance League (perhaps teh ideal name for such a group) 
have been used on countless occasions within westerns to provide 
some light relief. A supergroup based on religion might cause a 
disturbance in the local redlight area as they storm through strip 
joints etc, saving these young women from degradation, and young 
men from the sins of the flesh..... 
 
Slightly stronger, the team may be of a fundamentalist bent (why 
else would they be a problem!!) and have plans about a potential 
Papal visit..... 
 
Stronger again, they might decide to remove various government 
officials who are obviously not fit to be in charge of themselves 
never mind the country, obviously without recourse to the ballot box.... 
 
Approaching delicate material would be interference in the process 
of abortions, most religious organisations are against the practice 
and this kind of fundamentalist group might be the opportunity to 
explore the issue in your game (if you're into serious stuff, not 
very four colour this!).... 
 
One approach might be that used in the Squadron Supreme maxi-series 
(yeah, yeah, JLA ripped off by Marvel, but the story was _good_) 
where the superheroes take control of government and then use 
a mind altering process to force villains etc to be "good" citizens. 
This addresses the whole mind rape issue that ripped across the 
list some time ago. A scenario based around this had my old group 
split in some very odd ways, but it did encourage in-character 
debate. 
 
Finally we could go for the strongest theme of all. 
They might hail from Texas and be interested in carrying out justice 
upon a criminal who has escaped the death penalty in Texas by being 
tried in a "decadent" state where the death penalty is not used. 
They only want to carry out some "natural justice" and see that the 
will of God is carried out properly! 
 
 
 
There's a whole range of stuff you can do with a seriously powerful 
group of beings who can be programmed to follow any kind of 
religious fundamentalism. Obviously how you use them will be 
determined by how far you reckon they will go (kidnap, murder, mind 
control...) and what their agenda is. 
 
>Jerry aka 
>Puzzleboy--Foxbat's Best Friend 
 
Stephen McGinness 
 
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Subject: Re: A scenario idea, and a question 
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In a message dated 97-06-23 07:15:14 EDT, badtodd@dacmail.net (Todd Hanson) 
writes: 
 
<< Well, any comments, suggestions, critisisms?  Anybody else want to share 
 a scenario idea? >> 
 
The final episode of Macross Plus used a similar situation.  You might want 
to take a look at that for another view.  This one had to do with a computer 
AI being the performer. 
 
Jason 
 
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Date: Mon, 23 Jun 1997 06:47:23 -0600 
From: Curtis Gibson <Mhoram@apeleon.net> 
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S McGinness wrote: 
 
> some light relief. A supergroup based on religion might cause a 
> disturbance in the local redlight area as they storm through strip 
> joints etc, saving these young women from degradation, and young 
> men from the sins of the flesh..... 
>  
> Slightly stronger, the team may be of a fundamentalist bent (why 
> else would they be a problem!!) and have plans about a potential 
> Papal visit..... 
>  
> Stronger again, they might decide to remove various government 
> officials who are obviously not fit to be in charge of themselves 
> never mind the country, obviously without recourse to the ballot box.... 
>  
> Approaching delicate material would be interference in the process 
> of abortions, most religious organisations are against the practice 
> and this kind of fundamentalist group might be the opportunity to 
> explore the issue in your game (if you're into serious stuff, not 
> very four colour this!)....  
> There's a whole range of stuff you can do with a seriously powerful 
> group of beings who can be programmed to follow any kind of 
> religious fundamentalism. Obviously how you use them will be 
> determined by how far you reckon they will go (kidnap, murder, mind 
> control...) and what their agenda is. 
 
There is another direction this can go, after a while as well. Something 
I've toyed with doing but have never done (yet). Introduce this kind of 
extremist group, the kind that embodies the worst of the perceptions of 
Christians and Christian groups, and let them run rampant over things  
(as described above). After a rivalry between them and PCs are 
established, introduce a new group, also with Christian/Religous 
overtones, but these are all the "softer" side. A healer, a philospher 
Martial Artist who found his truth in the Bible, maybe an angel (if that 
is a feature of your campaign), a paranormal priest. The kind of people 
who believe in a lot of the attitudes that the other 'Christian' team 
does, but only if those values are chosen, not forced. This attitude (IE 
not forcing your views, "however right they may be", onto someone else) 
brings them into conflict with the first team, and the PCs are (somehow) 
caught in the middle. 
 
Make for a lot of soul-searching, I'd think. 
 
--  
-Mhoram 
Why is it a penny for your thoughts, but you have to put your 
 two cents in. Somebody's makin' a penny somewhere. -Stephen Wright 
Mhoram's Fantasy Hero Domain: 
http://apeleon.net/~mhoram/hero/FHsplash1.htm 
 
From ???@??? Mon Jun 23 21:13:32 1997 
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Message-ID: <33AE7852.50D5@dacmail.net> 
Date: Mon, 23 Jun 1997 08:21:22 -0500 
From: Todd Hanson <badtodd@dacmail.net> 
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Tokyo Mark wrote: 
 
> Alot depends on how seriously you want the PC's to take the group.  No 
> matter how serious the above group was shown to be, I'd never be able to 
> really take them seriously because of the Monty Python connection. 
>  
> On good religious group, surprisingly, was done up in the Elementals.  The 
> characters were given names from biblical scripture, the passage relating 
> to their powers.  I don't remember the exact names and passages off hand, 
> but an example is naming a character Exodus 3:16 (And there was a shroud 
> of darkness over the land of Egypt, even darkness that could be felt) and 
> give the character darkforce powers. 
>  
> It should not be too tough to dig up my comics and post the exact names 
> and passages if there is interest. 
 
Please do - I want this group to be taken VERY seriously.  Eventually 
there will be some serious confrontations with this group when their 
goals conflict (the PC group being under the control of the government, 
the religous group being under the control of a fringe church group) 
 
Todd 
 
 
--  
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 Todd Hanson                       Minnesota: Land of two seasons: 
 BadTodd@dacmail.net               winter is coming, winter is here. 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 
From ???@??? Mon Jun 23 21:13:34 1997 
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Message-ID: <33AE77D8.1B2B@dacmail.net> 
Date: Mon, 23 Jun 1997 08:19:20 -0500 
From: Todd Hanson <badtodd@dacmail.net> 
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Capt. Spith wrote: 
>  
> The Marilyn Manson Scenario idea has caused me to pose a question 
> somewhat in relation to its concept; 
>    When a PC is mind-controlled, How do you handle it as a GM; does the 
> player get to keep playing the character (under new 'orders') or do you 
> take over the character until the player can break the control? 
>    I would have to assume that this depends on what kind of players one 
> has; in my group I am exceedingly fortunate that my players are just as 
> excited at playing their characters as mind-controlled puppets as they 
> are to trounce the villians.  I guess the more accurate question is; 
> How many GM's have players who can be trusted to play their own 
> mind-controlled characters? 
 
 
I generally explain to the PC (usually privately) what is going on, and 
trust them to roleplay it (with an occasional prodding from me if 
necessary).  I think I could probably trust 4 out of my 5 players to 
roleplay their character being mind controlled (and probably love the 
hell out of it at the same time)  ;) 
 
Todd 
--  
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 Todd Hanson                       Minnesota: Land of two seasons: 
 BadTodd@dacmail.net               winter is coming, winter is here. 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 
From ???@??? Mon Jun 23 21:13:36 1997 
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From: Eric Burns <burns@cug.dorm.usm.maine.edu> 
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Subject: Re: A scenario idea, and a question 
Date: Mon, 23 Jun 1997 12:13:38 -0400 (EDT) 
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>    I have a religious group in my campaign who call themselves the 
> Spanish Inquisition. They are a dangerously serious threat, but I took 
> some of the names from Monte Python's Spanish Inquisition.  My group 
> has; 
>  
>    Mother Superior 
>    Father Secola 
>    Cardinal Biggles 
>    Cardinal Fang 
>    and Caspar the Holy Ghost 
>  
>    Though the names may be a little on the frivolous side, they each 
> have a specific theme for their powers; 
>  
 
I think the good captain is letting his secular streak show.  If 
there was a serious group of religous heroes, they wouldn't name 
themselves after Monty Python and cartoon characters.  Check out 
the comic Astro City for the only descent example of a religous 
superhero group I've ever seen in comics (called, I think, the 
Crossbreed). 
 
I can't think of to many good names for religous heroes offhand, 
except Lazurus (after the man Jesus brought back to life).  Maybe 
they could name themselves after saints... 
 
Saint Peter - He's called the rock on which the Church is founded, 
so maybe he could be a brick. 
 
Saint Thomas Aquinus 
 
Saint Augustine 
 
Saint Frances - known for love of animals, so could have animal 
control powers. 
 
A slightly less corny idea would be for them to name themselves 
after knights of the round table.  Given, this is one of the 
most hackneyed and overused ideas in comics, scifi, et al. but 
it seems almost appropriate.  
 
>  
> -- 
>    Capt. Spith 
>    Savior of Humanity 
>    Secular Messiah 
>  
 
-Eric, neither secular nor a messiah 
 
From: Eric Burns <burns@cug.dorm.usm.maine.edu> 
Subject: Re: A scenario idea, and a question 
Date: Mon, 23 Jun 1997 12:36:17 -0400 (EDT) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> Please do - I want this group to be taken VERY seriously.  Eventually 
> there will be some serious confrontations with this group when their 
> goals conflict (the PC group being under the control of the government, 
> the religous group being under the control of a fringe church group) 
>  
> Todd 
>  
 
Fringe church group?  How creative.  How come non-fringe church 
groups never take any action in comics/sci-fi?  And how come 
non-fringe religous characters are almost completely absent as 
well?  This is more a criticism of the current state of the genre 
then of you, but don't you think it might be a little more 
original to present a non-extreme religous hero group?  Ah well, 
nevermind... 
 
-Eric 
 
From: Dave Mattingly <DaveM@FocusSoft.com> 
Subject: The Girl, the Gold Watch, and Everything (was Re: Speed Tricks) 
Date: Mon, 23 Jun 1997 12:45:37 -0400 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
For those interested in powers of this type, check my Time Manipulation 
article at http://www.geocities.com/area51/cavern/1905/haym12.html 
 
Dave Mattingly 
 
From: flacksd@evron.com 
Date: Mon, 23 Jun 1997 13:07:23 -0500 
Subject: Re: A scenario idea, and a question 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>2.  I'm just not as 'up' on my religion as I should be.. I could really 
>use some suggestions for religion based characters for this one.  In 
>fact, if anybody can think of some cool names with a religious theme, I 
>can do the characters... 
> 
At the local Sci-Fi convention I found an action fiquire for a comic called 
'Warrior Nun Ariela'.  (I am not sure about the nun's name as I don't have 
it with me.)  This comic is about a group of warrior nuns and magical 
priests who fight demons and other villians.  I have not seen the comic 
but I can tell you what I found out from to toy and people at the 
convention. 
 
The warrior nuns and magic priests where started by a valkyre who 
convereted to christianity.  Ariela (?) was the first warrior nun, centuries 
ago.  When a current warrior nun shows special power she is given the 
name. 
 
Warrior Nun Ariela has a sword of great spiritual power.  it does extra 
damage to demons, and can be set to do stun only damage (so as not to 
hurt potential innocents).  She has a cybernetic right arm / hand created 
for her after a demon ripped her real one off.  This arm has one of the 
original crystals given to Ariela by the valkyre.  The actual powers of the 
arm are not specified but it has some.   She also wears 'God Armor'.  A 
powerfull body armour that can make it's wearer nearly invincible, but at 
great risk to their soul (mega side effects / disadvantages).  Absolute 
power corrupts absolutly. 
 
Other characters listed include Mother Superion and Shotgun Mary. 
 
The Warrior Nuns also have support clergy, religous agents as it were, 
and contacts at the Vatican. 
 
I hope this gives you some ideas 
 
Daniel Flacks 
dflacks@evron.com 
 
Date: Mon, 23 Jun 1997 13:32:10 -0500 
From: Jerry & Jamie Nealis <jnealis@OnRamp.NET> 
Reply-To: jnealis@OnRamp.NET 
Subject: Texas?!?! 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
S McGinness wrote: 
>  
> Jerry & Jamie Nealis <jnealis@NET.OnRamp> 
> >Any ideas on what kinds of things they might do to attract the attention 
> >of the local Superteam? 
>  
> Well the Temperance League (perhaps teh ideal name for such a group) 
> have been used on countless occasions within westerns to provide 
> some light relief. A supergroup based on religion might cause a 
> disturbance in the local redlight area as they storm through strip 
> joints etc, saving these young women from degradation, and young 
> men from the sins of the flesh..... 
>  
> Slightly stronger, the team may be of a fundamentalist bent (why 
> else would they be a problem!!) and have plans about a potential 
> Papal visit..... 
>  
> Stronger again, they might decide to remove various government 
> officials who are obviously not fit to be in charge of themselves 
> never mind the country, obviously without recourse to the ballot box.... 
 
<edit> 
>  
> Finally we could go for the strongest theme of all. 
> They might hail from Texas and be interested in carrying out justice 
> upon a criminal who has escaped the death penalty in Texas by being 
> tried in a "decadent" state where the death penalty is not used. 
> They only want to carry out some "natural justice" and see that the 
> will of God is carried out properly! 
>  
<edit> 
>  
>  
> Stephen McGinness 
 
OK I think you missed my point..... I was asking about a different 
group. Not the religious group but a gathering of Superpowered 
20somethings who are neither Heroes nor Villains..... just interested in 
having a fun, and to Hell with Normal Society. 
 
However, I like the teired approach...... I can even see that as a 
Mini-Campaign... the rise of a "Fellow" Supergroup just might be the 
catalist a team needs to become Heroes of Epic Proportions! 
 
And lastly....... HEY! I'm from Texas!! LOL....... Why are the Nutjobs 
always from Texas? Aren't there any fanatically religous types in the 
rest of the country?..... How come you never hear about the 
Biblethumpers in Idaho? ;) 
 
Jerry aka 
Puzzleboy--Foxbat's Best Friend 
 
Date: Mon, 23 Jun 1997 11:47:42 -0700 
From: "Capt. Spith" <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: A scenario idea, and a question 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Eric Burns wrote: 
>  
> >    I have a religious group in my campaign who call themselves the 
> > Spanish Inquisition. They are a dangerously serious threat, but I took 
> > some of the names from Monte Python's Spanish Inquisition.  My group 
> > has; 
> > 
> >    Mother Superior 
> >    Father Secola 
> >    Cardinal Biggles 
> >    Cardinal Fang 
> >    and Caspar the Holy Ghost 
> > 
> >    Though the names may be a little on the frivolous side, they each 
> > have a specific theme for their powers; 
> > 
>  
> I think the good captain is letting his secular streak show.  If 
> there was a serious group of religous heroes, they wouldn't name 
> themselves after Monty Python and cartoon characters.  Check out 
> the comic Astro City for the only descent example of a religous 
> superhero group I've ever seen in comics (called, I think, the 
> Crossbreed). 
 
   Well, I DO call myself a _secular_ messiah, now, don't I?  Actually, 
I run the type of game which is a little more lightheatred overall than 
many, and tend to follow my whims when they hit me.  The original idea 
for the group was inspired by Python's Inquitsition, but my point was to 
offer them to the list for their concepts and themes;  I actually had 
not intended for their names to used as is by anyone else. 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
Date: Mon, 23 Jun 1997 14:52:30 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Texas?!?! 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 23 Jun 1997, Jerry & Jamie Nealis wrote: 
 
> And lastly....... HEY! I'm from Texas!! LOL....... Why are the Nutjobs 
> always from Texas? Aren't there any fanatically religous types in the 
> rest of the country?..... How come you never hear about the 
> Biblethumpers in Idaho? ;) 
 
Because *no one* really lives in Idaho, an anyone who does wouldn't admit 
it!  It's like admitting you live in Cleveland (or that you're a 
Washington Bull--- Wizards fan). 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
Date: Mon, 23 Jun 1997 13:53:19 -0500 
From: Todd Hanson <badtodd@dacmail.net> 
Subject: Re: A scenario idea, and a question 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Eric Burns wrote: 
 
> I think the good captain is letting his secular streak show.  If 
> there was a serious group of religous heroes, they wouldn't name 
> themselves after Monty Python and cartoon characters.  Check out 
> the comic Astro City for the only descent example of a religous 
> superhero group I've ever seen in comics (called, I think, the 
> Crossbreed). 
 
This sounds like what I am looking for.  Could I convince you to give me 
a quick overview of who is in Crossbreed and their powers?  (or, a 
pointer to which issues of Astro City would give me a good feeling for 
this team) 
 
 
Thanks! 
 
Todd 
 
--  
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 Todd Hanson                       Minnesota: Land of two seasons: 
 BadTodd@dacmail.net               winter is coming, winter is here. 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 
Date: Mon, 23 Jun 1997 11:55:02 -0700 
From: "Capt. Spith" <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: A scenario idea, and a question 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> Fringe church group?  How creative.  How come non-fringe church 
> groups never take any action in comics/sci-fi?  And how come 
> non-fringe religous characters are almost completely absent as 
> well?  This is more a criticism of the current state of the genre 
> then of you, but don't you think it might be a little more 
> original to present a non-extreme religous hero group?  Ah well, 
> nevermind... 
>  
> -Eric 
 
   Actually in most games, since the PC's are the forces of good, the 
most likely opposition from a religious standpoint are from th 
'fringes'.  Most 'mainstream' religions are more tolerant and less 
fanatic and would be far less likely to send out paranormals to fight.  
Besides, there is always the possibility of offending a player, or at 
least stepping on someone's toes when a GM takes a 'mainstream' religion 
and sets them up as opposition in a game, so making them a little more 
extreme makes the situation a little more comfortable for everyone. 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
Date: Mon, 23 Jun 1997 13:58:45 -0500 
From: Todd Hanson <badtodd@dacmail.net> 
Subject: Re: A scenario idea, and a question 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Eric Burns wrote: 
 
> Fringe church group?  How creative.  How come non-fringe church 
> groups never take any action in comics/sci-fi?  And how come 
> non-fringe religous characters are almost completely absent as 
> well?  This is more a criticism of the current state of the genre 
> then of you, but don't you think it might be a little more 
> original to present a non-extreme religous hero group?  Ah well, 
> nevermind... 
 
Maybe 'fringe' was the wrong term.  I'm not really basing this on any 
established religion or church, but on those little 'christian 
coalition' groups that pop up in just about every city.  You know the 
ones I mean - they appoint themselves our official guardians and proceed 
to organize protests, petitions, etc. to shut down or ban anything they 
feel is a threat to our morality. 
 
I didn't base this on a 'non-fringe' church group because most 
'non-fringe' church groups dont try to force their morals on the rest of 
the world (other than their own members of course) 
 
Todd 
 
 
--  
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 Todd Hanson                       Minnesota: Land of two seasons: 
 BadTodd@dacmail.net               winter is coming, winter is here. 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 
Date: Mon, 23 Jun 1997 14:01:59 -0500 
From: Jerry & Jamie Nealis <jnealis@OnRamp.NET> 
Reply-To: jnealis@OnRamp.NET 
Subject: An Odd one........ 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Here's something I'm sure some of you will appreciate.... 
 
As the only person in my gaming group with any artistic ability I get 
called on to do drawings of characters all the time. I rarely say no, I 
like drawing. 
 
But one of the few times I did say no (last week) led to an interesting 
situation. My friend used a Char sheet with an outline and came up with 
the most HIDEOUS color combination and design. Not to mention that the 
entire costume was totally impractical. The entire group took a look at 
this thing and we each had basically the same reaction....... "DAMN!!! 
That is UGLY!" My friend liked it tho....... 
 
So my question is twofold: 
 
How much of a limitation is Completely Colorblind? And can a costume be 
bought as a physical limitation? 
 
The Group has agreed to go with the majority from the list on this 
one...... 
 
Jerry aka 
Puzzleboy--Foxbat's Best Friend 
 
X-Sender: wabbit@globaldialog.com (Unverified) 
Date: Mon, 23 Jun 1997 14:28:07 -0500 
From: Earl Kwallek <earl@thewarren.mil.wi.us> 
Subject: Re: A scenario idea, and a question 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 12:36 PM 6/23/97 -0400, Eric Burns wrote: 
>Fringe church group?  How creative.  How come non-fringe church 
>groups never take any action in comics/sci-fi?  And how come 
>non-fringe religous characters are almost completely absent as 
>well?  This is more a criticism of the current state of the genre 
>then of you, but don't you think it might be a little more 
>original to present a non-extreme religous hero group?  Ah well, 
>nevermind... 
 
  Many years ago I ran an "All Mutants" campaign (this was long before Mutant 
File came out). I had the Roman Catholic church take an official stance 
that mutants were the "Children of the Devil" and created a group called 
the New Inquistion... 
 
  The Original Members of the team were based on the 4 Horesemen of the 
Apocalypse (Death, War, Famine, and Pestilence) and they were lead by the 
Grand Inquisitor. All of these characters had supernatural origins. 
 
  The odd part of this was that a number of "Fringe religous groups" sided 
WITH the mutants, just to oppose the "Damned Cath-o-licks and thier 
Anti-Christ Pope". 
 
  In that campaign the Pope really was the Anti-Christ, but that's a 
different story... 
 
X-Sender: ludator@207.40.36.2 
Date: Mon, 23 Jun 1997 14:37:36 -0500 
From: ludator@softfarm.com (Bryan Berggren) 
Subject: Re: An Odd one........ 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 02:01 PM 6/23/97 -0500, Jerry & Jamie Nealis wrote: 
>But one of the few times I did say no (last week) led to an interesting 
>situation. My friend used a Char sheet with an outline and came up with 
>the most HIDEOUS color combination and design. Not to mention that the 
>entire costume was totally impractical. The entire group took a look at 
>this thing and we each had basically the same reaction....... "DAMN!!! 
>That is UGLY!" My friend liked it tho....... 
 
I have to ask -- exactly what was this travesty of fashion?  I'm trying to 
imagine a costume so bad it would be worth points /back/. :] 
 
>How much of a limitation is Completely Colorblind?  
 
If you're talking real color-blindness, it's infrequent, great (+10 pts.) 
Just being fashion-blind would be infrequent, slight. 
 
>And can a costume be bought as a physical limitation? 
 
If it provides such things like OCV/DCV penalties, probably. 
 
-- 
Vox 25:17, Patron Saint of Gadflies 
+-----------------------------------------------------------------+ 
| Files corrupt; absolute files corrupt absolutely.               | 
+-----------------------------------------------------------------+ 
   Visit the SoapVox at http://www.io.com/~angilas/soapvox.html 
 
Date: Mon, 23 Jun 1997 13:15:53 -0700 
From: Mark Lemming <icepirat@ix.netcom.com> 
Reply-To: icepirat@ix.netcom.com 
Subject: Re: An Odd one........ 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Jerry & Jamie Nealis wrote: 
>  
> Here's something I'm sure some of you will appreciate.... 
>  
> As the only person in my gaming group with any artistic ability I get 
> called on to do drawings of characters all the time. I rarely say no, 
> I 
> like drawing. 
>  
> But one of the few times I did say no (last week) led to an 
> interesting 
> situation. My friend used a Char sheet with an outline and came up 
> with 
> the most HIDEOUS color combination and design. Not to mention that the 
> entire costume was totally impractical. The entire group took a look 
> at 
> this thing and we each had basically the same reaction....... "DAMN!!! 
> That is UGLY!" My friend liked it tho....... 
>  
> So my question is twofold: 
>  
> How much of a limitation is Completely Colorblind? And can a costume 
> be 
> bought as a physical limitation? 
>  
> The Group has agreed to go with the majority from the list on this 
> one...... 
 
Completly colorblind would freguently come up, but not that much of a 
disad. 
 
On the costume:  We had a character with one of the most hidious 
costumes in one of our games. (purple, light red, with lime green. ech.) 
It wasn't much of a limitation in our game, since no disad was taken 
with it. He was just made fun of. 
 
The greater the disad, the worse the reaction.  A 5 point limitation 
would probably just land him on the worst dressed list, comments being 
made every so often. Pretty much a role-playing only disad. 
If he takes a 20 pointer, then he'll probably get picked on by people 
with obscuring attacks, get the fashion police as a hunted etc... 
 
-Mark 
p.s. Fashion Police have instant change usable on others, etc... 
 
Date: Mon, 23 Jun 1997 14:09:31 -0700 (PDT) 
X-Sender: bob.greenwade@klock.com 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: An Odd one........ 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 02:01 PM 6/23/97 -0500, Jerry & Jamie Nealis wrote: 
> 
>So my question is twofold: 
> 
>How much of a limitation is Completely Colorblind? And can a costume be 
>bought as a physical limitation? 
 
   I'd call Completely Color-Blind (Achromatic Vision) a 5-point Physical 
Limitation; in fact, I've had a couple of characters with that precise 
Limitation. 
   As for a costume being a Physical Limitation, that would depend on what 
the costume does.  Impairing one's Running, DEX, or other abilities would be 
bought-down Characteristics with an OIF.  A particularly ugly costume that 
looks as though it could be dangerous could be a 5- or 10-point Distinctive 
Feature (it's Easily Concealable, but whether it's just Noticed or gets a 
Major Reaction depends on just how dangerous it looks). 
--- 
This mail was sent from the Corvallis Public Library 
 
Date: Mon, 23 Jun 1997 14:09:34 -0700 (PDT) 
X-Sender: bob.greenwade@klock.com 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Christian Hero Groups 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 06:47 AM 6/23/97 -0600, Curtis Gibson wrote: 
>There is another direction this can go, after a while as well. Something 
>I've toyed with doing but have never done (yet). Introduce this kind of 
>extremist group, the kind that embodies the worst of the perceptions of 
>Christians and Christian groups, and let them run rampant over things  
>(as described above). After a rivalry between them and PCs are 
>established, introduce a new group, also with Christian/Religous 
>overtones, but these are all the "softer" side. A healer, a philospher 
>Martial Artist who found his truth in the Bible, maybe an angel (if that 
>is a feature of your campaign), a paranormal priest. The kind of people 
>who believe in a lot of the attitudes that the other 'Christian' team 
>does, but only if those values are chosen, not forced. This attitude (IE 
>not forcing your views, "however right they may be", onto someone else) 
>brings them into conflict with the first team, and the PCs are (somehow) 
>caught in the middle. 
 
   This is not only a cool idea as written, but either team (or both) could 
be quite an interested if the PCs are themselves a Christian group. 
--- 
This mail was sent from the Corvallis Public Library 
 
Date: Mon, 23 Jun 1997 14:09:35 -0700 (PDT) 
X-Sender: bob.greenwade@klock.com 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Mind Control 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:59 AM 6/23/97 -0700, Capt. Spith wrote: 
>The Marilyn Manson Scenario idea has caused me to pose a question 
>somewhat in relation to its concept; 
>   When a PC is mind-controlled, How do you handle it as a GM; does the 
>player get to keep playing the character (under new 'orders') or do you 
>take over the character until the player can break the control? 
>   I would have to assume that this depends on what kind of players one 
>has; in my group I am exceedingly fortunate that my players are just as 
>excited at playing their characters as mind-controlled puppets as they 
>are to trounce the villians.  I guess the more accurate question is;  
>How many GM's have players who can be trusted to play their own 
>mind-controlled characters? 
 
   You're right; it depends on the players.  Most of the folks I've played 
with are mature enough to "play stupid" when they know something the 
characters don't, when the characters are Mind Controlled, and so forth. 
   (My favorite anecdote along these lines was in a pre-Fantasy Hero game, 
where among the other rather odd characters were a werewolf and a bull-man. 
A hidden wizard cast a Mental Illusion on the werewolf, who hadn't eaten in 
nearly a day, that where the bull-man stood was actually a side of raw beef. 
The chaos that ensued had us all giggling for weeks -- you had to be there.) 
   On the other hand, I know that many other players I've played with would 
probably forget about these things; you'd have to explain things the way the 
chars would understand them, and trying to get them to play their chars as 
Mind Controlled without the chars realizing that they're being Mind 
Controlled and trying to snap out of it... well, in these cases it's better 
to simply take control of the character.  It's also better in these cases, 
in fact, to use Mind Control judiciously; the Marilyn Manson scenario would 
be too complicated for such a player.  (This isn't intended as a put-down 
for new, "immature" players; you just don't get into these sophisticated 
situations before a player is ready for it, is all.) 
--- 
This mail was sent from the Corvallis Public Library 
 
Date: Mon, 23 Jun 1997 14:09:37 -0700 (PDT) 
X-Sender: bob.greenwade@klock.com 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Super Kids 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 02:36 PM 6/20/97 -0500, Todd Hanson wrote: 
> 
>2. I need some names... the kinds of slightly corny names that a group 
>of kids would give themselves.  I havent designed the kids themselves 
>yet.. I kind of wanted to come up with concepts and names for them.  One 
>theme I want to stick to is kind of the 'Legion of Super Heroes' thing - 
>they each only have 1 basic power and most have NO defenses (which will 
>make it REALLY tough for the PCs to capture them without injuring 
>them... 'Capt Red-White-N-Blue, just how DO you explain putting that 
>little girl in the hospital??') 
 
   Of your three questions, this is the only one I feel really qualified to 
handle. 
   Some ideas which spring to mind: 
   Awesome Dude = Super-Strong Guy 
   Chill = Cold Powers 
   Froggy = Super-Leaper 
   Hot Stuff = Flame Powers 
   Jazzy Jerker = Fast-Hitting Speedster 
   Putty Boy = Shapeshifter 
 
   You could also try to take names from popular heavy-metal rock groups (of 
which none spring right to mind). 
--- 
This mail was sent from the Corvallis Public Library 
 
Date: Mon, 23 Jun 1997 15:31:48 -0700 (PDT) 
From: Larry Woestman <larry@hpcvlx.cv.hp.com> 
Subject: pre-generated  dice roll programs available 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Hi! 
 
I was playing around and came up with a couple of programs that generate 
sheets of pre-rolled dice rolls.  The programs also compute the amount 
of body that would be done with that roll according to the Hero rules. 
 
The first program just does 3d6's. 
 
The second program does 4d6's through 14d6's. 
 
I have included sample output from each program below.  If you want a 
copy of the source for the programs (in C) please send email to me. 
 
Larry Woestman 
larry@cv.hp.com 
 
P.S.  Please ignore my automatic vacation script.  It is requred by my 
      job, but your email will get through anyway.  I am monitoring email 
      while I am on vacation at home. 
 
   3d6    3d6    3d6    3d6    3d6    3d6    3d6    3d6    3d6    3d6    3d6  
----------------------------------------------------------------------------- 
  10,2   10,3   11,3    5,1   11,4   11,4   11,3   15,5   14,5    7,2   14,5  
  11,3   13,4    9,3   10,3   12,4   11,4    9,2    6,1   18,6   11,3   12,4  
   8,3   10,3   12,3    9,3    9,3   16,5    4,1    7,2    7,3   16,5   12,3  
  11,4   10,3   11,3    7,2   12,3    6,3   11,2   14,4    7,2    9,3   12,3  
   9,2    7,3    7,1   12,3    7,2   12,4   16,5   15,4   14,5    8,3   17,5  
  16,5    8,2   11,3   14,4    7,1   13,4    8,3    7,2   16,5    9,3    8,3  
  11,3   16,4   10,3   11,3   12,3   16,4   11,4   13,4    9,2    4,1   14,4  
   4,1   15,4    9,3   14,4   16,5   13,3   11,3   11,3   16,4    8,2   12,4  
  12,4   11,3    9,2   10,3   11,3    8,3   11,4    8,3   13,4   12,3   13,4  
   5,1    6,2    6,2   16,4   10,3   10,3    4,1   15,5    9,3   12,3   10,3  
   8,2   14,4   12,4   11,3    6,1   14,5   10,3   12,4    4,1   14,3    7,2  
  12,3    6,2   13,4    9,3   16,5   15,4   10,3    8,3   13,4    9,3   10,3  
   9,3   14,4   14,4    9,3   10,3    6,2   18,6   16,4   14,4   10,3   13,3  
  15,5    4,1   14,5   17,5    9,3   10,3   11,3    9,3   11,4   13,4    7,2  
  10,3    7,3   11,2    7,3   12,3   11,4    5,2   10,2   15,4   15,4   10,3  
   9,3   13,3   16,5   15,3   13,4    9,2   10,3   10,3    9,3    8,2    8,2  
  17,5    8,2   11,4   10,3    9,3   11,3   10,3    7,1    9,3   14,4   14,4  
  13,4    6,1    6,2    7,2   14,4   13,4   10,2    8,2   12,3   10,3    8,3  
   8,3   11,2   14,3    9,3    9,3   10,3   14,4   15,5   13,4   12,3    9,3  
   9,2   10,3   11,2   15,5   13,3   13,4   13,3    9,2    8,2   12,4   12,3  
  10,3   13,4    9,2   11,4   14,4   13,3   10,3    7,3   11,4    9,3   11,2  
   6,2   12,3    6,2   12,3    6,1    8,2   10,3   16,4   12,3   16,4    6,2  
   9,3   11,3    9,2   12,3    9,2    9,3   12,3   12,4    6,2   14,5    3,0  
   8,2   12,3   12,4    7,1   11,3   12,3    8,2   11,3   16,5    8,2   13,3  
  12,4    7,1   14,4    9,3   15,5   12,3   15,5    7,1   11,3   14,4    6,2  
  10,2    9,3   10,3   10,3    8,2   11,3   12,4   13,4   10,4   13,4    9,3  
  13,4   10,3    9,3    7,1    8,2   11,3   11,2   11,3   10,3   10,3   10,3  
  14,3   10,3    5,2   10,2    7,1    9,3    9,2    7,2   17,5    9,2   11,3  
  17,5    7,2   12,3    8,2    7,2   12,4   10,3   10,2   11,3   14,4   13,3  
  11,3   15,4   13,4   10,3   13,4   11,3   12,3   11,3    8,3   13,4    8,3  
  11,4    8,2   13,3   12,3   11,3    6,1    7,2   11,3    9,3    8,3    9,2  
  10,4    9,3    8,2   14,3   10,3   10,3    7,2   13,3    8,3   12,3   10,3  
  12,3   12,3    9,2   13,4    9,2    9,2    8,2    9,3    5,1   13,3   14,4  
  11,4   10,3   12,4   12,4   16,5   10,2    9,2    9,2    9,3   11,3    8,3  
  11,3   10,2   11,3   10,3   12,4    5,1    7,2   12,3    9,2   11,3   12,3  
   7,3   12,3   15,5   10,3    9,3    9,3   11,2   15,5   13,4   16,4   10,4  
  12,4    8,2   11,3   13,4    9,3   17,5    3,0   12,3    9,3   10,3    8,2  
   9,2   11,3   10,3   11,3   15,4    9,3    8,2    6,2   11,3   11,2    6,2  
  12,3    7,2    3,0   13,4   11,3   12,4   12,3   13,4    6,2   15,4    4,1  
  11,3    5,2   15,5   10,3   15,4   11,3    8,2   11,4   14,4    9,3   10,3  
  12,3    8,3    9,3    7,1   11,3   11,4   10,4    9,3   10,3    8,2    8,2  
   9,3    9,3    8,2    8,3   10,3    9,2   10,4    8,2   13,4   15,4   14,5  
  12,3    9,3    8,2   12,3    9,2   10,2    6,3   14,4    4,1   13,3    9,2  
   9,2   16,5   17,5   10,2   13,3   15,4   13,4   11,4   12,4   10,3    9,2  
   6,2    8,2   12,4   13,4   11,3    7,2   13,4   12,4   11,3    7,2   10,3  
  12,3    9,2    7,2   15,4   12,4    8,2    7,2   11,2   12,4    7,2    4,1  
   9,3   12,3    8,2    5,1    6,2   14,4    9,3   14,5   10,3   14,3    9,3  
  13,4    8,2    6,1   10,3    8,3   13,4   10,3   12,3    4,1   13,4    6,2  
   8,2    8,3   11,3   11,3    8,2    7,3   10,4   14,5   13,4   10,3   13,3  
  11,4   11,2   11,4   12,3   10,3   14,4    6,1    4,1   11,3    8,2   13,4  
  14,4    9,3   12,3   13,3   11,3   11,4    5,1   14,4   10,3    9,2   13,4  
   9,3   13,3    7,1   11,3   11,4   13,4    7,3   11,3   11,3   12,3    5,1  
   9,3   10,3   10,3    7,2    8,3    5,2   15,4   11,3   15,5    6,3    9,2  
   6,2   11,2   13,4   16,4    5,1   11,3   10,3   17,5    4,1    7,2   15,4  
   9,3   15,4   10,2   10,3   14,4    8,2    8,2    8,3   14,4   12,3    6,2  
   6,1    7,2   11,3   12,3   11,3   12,3   10,3   10,2   14,4   10,2   15,4  
   5,1   13,3   10,3    7,2    6,3   14,4   12,3   15,4    6,1    9,3    6,2  
   7,3   10,2   14,3   12,3   18,6    7,2   11,3   12,3   12,3   10,2   10,3  
   9,3   12,3    6,2    4,1   10,3   12,4    4,1    8,2   13,4   15,4   11,3  
   7,2    9,3   14,4    8,3   11,3    9,2   10,3   10,3    8,3   10,3    7,1  
 
   4d6    5d6    6d6    7d6    8d6    9d6   10d6   11d6   12d6   13d6   14d6  
----------------------------------------------------------------------------- 
   9,2   23,6   19,5   19,6   31,8   36,9   30,9   47,13  38,12  48,14  60,18 
  18,5   17,5   11,3   20,6   31,9   35,11  42,13  34,10  44,13  42,10  47,12 
  16,4   19,5   17,6   22,7   28,8   23,6   36,9   47,12  45,13  46,11  54,14 
  14,4   16,4   18,5   26,9   26,7   25,7   32,9   48,13  35,11  46,13  44,13 
  14,3   17,5   20,6   30,9   24,7   35,9   36,9   42,12  46,13  40,12  45,14 
  12,4   13,5   20,5   29,8   26,7   32,8   36,8   40,11  44,14  51,15  37,10 
  17,5   18,4   25,8   26,8   27,8   31,8   47,13  45,13  45,12  46,12  66,19 
  20,5   23,6   29,8   27,8   22,6   34,11  45,13  38,11  41,12  52,16  33,9  
  11,3   15,5   27,8   18,5   30,9   31,10  40,11  37,11  54,16  53,17  60,18 
  12,3   20,6   23,7   25,7   18,6   33,10  40,11  35,10  35,11  44,13  51,15 
   9,2   13,4   26,7   20,5   26,9   37,12  41,11  40,10  47,16  51,14  38,11 
  13,4   19,5   24,8   31,10  23,7   40,12  28,8   41,14  39,11  41,12  40,10 
   8,2   21,6   27,8   29,7   21,5   39,11  38,10  42,10  40,13  40,13  52,13 
  19,5   12,4   26,7   14,3   33,11  44,11  30,10  41,13  34,11  40,10  49,15 
  20,6   15,4   19,5   28,7   30,8   26,8   37,10  37,8   48,13  48,13  54,15 
  16,4   15,5   23,6   17,7   25,7   30,8   34,9   42,11  39,11  49,13  56,16 
  19,5   19,6   23,7   30,10  21,5   25,7   28,9   29,7   28,8   36,11  52,16 
  14,3   20,5   26,7   33,10  31,9   22,5   36,9   42,11  45,12  49,16  43,12 
  19,5   22,6   18,5   27,8   22,6   25,9   31,9   46,14  49,13  50,14  47,14 
  11,3   17,5   23,7   35,11  35,9   27,8   31,8   39,10  40,14  51,16  47,13 
  21,6   23,6   17,6   19,5   27,8   33,10  30,9   41,12  52,15  41,11  46,13 
   9,3   19,5   18,6   27,8   27,6   29,8   29,10  35,10  39,11  43,12  43,14 
  16,5   13,4   26,7   25,9   16,5   32,9   29,8   34,10  52,15  49,14  49,11 
  12,3   21,6   17,5   24,8   30,8   35,10  43,11  42,12  43,12  43,13  42,12 
  11,4   14,4   22,7   29,9   29,9   36,10  38,11  36,12  52,15  47,13  44,13 
  17,4   14,5   14,5   22,6   28,9   31,9   38,12  31,9   37,11  41,10  44,14 
  18,5   13,5   15,3   25,8   28,9   27,8   33,10  42,13  49,14  43,9   50,14 
  16,4   16,3   24,7   21,6   26,8   33,10  38,12  31,9   39,11  50,15  51,14 
  20,5   19,6   28,7   21,5   19,5   42,11  42,12  32,9   47,15  44,12  47,12 
  11,3   21,6   21,7   25,7   23,7   28,8   27,6   47,14  34,9   51,16  41,11 
  18,5   12,3   20,5   19,5   27,7   35,10  35,11  46,13  34,11  42,11  58,17 
  14,3   18,6   20,6   17,6   25,8   32,9   35,9   39,12  41,12  43,11  51,13 
  13,4   21,5   20,7   20,6   39,11  31,9   34,8   48,13  42,12  44,13  61,17 
  11,3   18,5   22,8   23,7   21,6   40,11  31,8   42,12  44,13  46,14  47,13 
  14,4   22,7   18,6   23,8   17,6   22,6   35,11  29,7   39,10  47,13  61,18 
  14,4   21,6   24,7   21,6   33,10  35,11  48,15  39,12  39,12  52,15  53,14 
  13,3   24,7   20,6   32,9   25,7   29,8   38,10  43,13  39,11  39,11  39,13 
  15,3   22,6   22,6   19,5   36,9   31,8   40,12  46,14  43,11  50,12  51,14 
  14,4   19,5   17,5   26,7   29,7   37,10  40,12  32,11  42,10  46,14  53,14 
  23,7   11,2   20,5   25,8   25,8   39,11  36,9   33,9   45,11  44,12  53,14 
  12,3   17,5   17,5   32,8   29,8   38,9   37,12  40,11  34,10  44,13  46,12 
  12,3   17,5   25,7   23,6   27,7   23,8   34,13  48,15  32,9   48,13  43,12 
  15,5   20,6   25,7   25,8   35,9   37,11  37,12  33,9   54,15  43,12  48,12 
  18,5   18,5   18,6   19,6   34,8   35,10  45,14  43,13  40,11  41,10  41,13 
  15,4   23,6   15,4   29,9   26,7   28,7   38,11  38,10  34,10  53,15  41,11 
  14,4   18,5   21,4   26,7   21,6   30,10  39,12  43,11  38,9   45,11  54,15 
  16,5   17,5   19,6   25,6   25,9   26,8   41,13  36,12  43,13  43,11  57,16 
  12,3   11,5   24,7   32,9   24,7   36,11  38,12  28,8   44,13  34,9   56,17 
  17,5   18,6   18,5   18,4   18,4   39,10  39,9   40,12  38,10  51,15  38,10 
  15,4   16,3   22,6   18,5   27,7   28,7   41,12  39,10  42,11  47,15  57,17 
  14,4   21,7   19,6   23,8   27,8   24,6   30,10  40,12  31,9   43,13  45,14 
  13,3   23,8   22,7   24,8   26,7   28,8   34,10  31,8   46,12  35,10  47,16 
  16,5   13,3   19,5   29,9   20,6   32,10  29,8   35,9   48,14  43,13  57,15 
  13,4   22,7   19,6   28,7   32,8   34,10  40,11  45,15  48,12  42,12  52,13 
  15,5   15,4   25,7   30,8   30,8   26,6   28,9   44,13  43,12  49,13  51,16 
  12,4   14,4   21,7   22,5   20,6   25,8   32,8   32,9   43,12  53,14  46,13 
  23,7   19,6   21,6   24,7   33,9   28,8   38,10  47,15  38,11  55,16  51,15 
  14,4   23,6   28,8   20,6   28,8   31,9   40,12  36,10  40,12  45,13  63,17 
  13,3   22,5   22,5   22,6   22,6   33,9   38,11  37,11  45,13  47,12  51,15 
  14,5   21,6   27,8   30,9   27,8   29,8   34,11  33,9   39,10  45,12  48,12 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: "Richard D. Bergstresser Jr." <richberg@erols.com> 
Date: Mon, 23 Jun 1997 18:45:27 -0400 
Subject: Re: A scenario idea, and a question 
Newsgroups: october.hero 
X-Listname: Hero 
Reply-To: hero-l@october.com (Multiple recipients of Hero) 
Path: october.com!not-for-mail 
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Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
herolist wrote: 
>  
>  
> >2.  I'm just not as 'up' on my religion as I should be.. I could really 
> >use some suggestions for religion based characters for this one.  In 
> >fact, if anybody can think of some cool names with a religious theme, I 
> >can do the characters... 
>  
>   Having been raised in a Fundamentalist Christian environment (Pentecostal 
> Church) I can tell you with great authority that they would absolutely not 
> have a superteam. Anyone with such powers would be considered "In League with 
> the Devil"... sorry... 
 
What, like healing, and universal translator? "Our powers are gifts from God  
and miracles. The enemies of society have powers that come from Satan." 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: "Richard D. Bergstresser Jr." <richberg@erols.com> 
Date: Mon, 23 Jun 1997 18:53:47 -0400 
Subject: Re: A scenario idea, and a question 
Newsgroups: october.hero 
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To: champ-l@omg.org 
 
 
 
herolist wrote: 
>  
> From: Earl Kwallek <earl@thewarren.mil.wi.us> 
> Subject: Re: A scenario idea, and a question 
> To: champ-l@omg.org 
>  
> At 12:36 PM 6/23/97 -0400, Eric Burns wrote: 
> >Fringe church group?  How creative.  How come non-fringe church 
> >groups never take any action in comics/sci-fi?  And how come 
> >non-fringe religous characters are almost completely absent as 
> >well?  This is more a criticism of the current state of the genre 
> >then of you, but don't you think it might be a little more 
> >original to present a non-extreme religous hero group?  Ah well, 
> >nevermind... 
>  
>   Many years ago I ran an "All Mutants" campaign (this was long before Mutant 
> File came out). I had the Roman Catholic church take an official stance 
> that mutants were the "Children of the Devil" and created a group called 
> the New Inquistion... 
> 
 
Hm, what did you base THAT stance on? 
  
>   The Original Members of the team were based on the 4 Horesemen of the 
> Apocalypse (Death, War, Famine, and Pestilence) and they were lead by the 
> Grand Inquisitor. All of these characters had supernatural origins. 
 
Were they mutants? 
 
>  
>   The odd part of this was that a number of "Fringe religous groups" sided 
> WITH the mutants, just to oppose the "Damned Cath-o-licks and thier 
> Anti-Christ Pope". 
 
Not odd at all, good use of real world "grey" morality. 
 
>  
>   In that campaign the Pope really was the Anti-Christ, but that's a 
> different story... 
 
Ah, that explains it. I thought you were slagging the Pope. 
We haven't had racist xenophobic Popes in a while. 
(Sexist maybe, seperate thread.) 
 
Now, racist xenophobic fringe Southern "Christian" groups are way too common. 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: "Richard D. Bergstresser Jr." <richberg@erols.com> 
Date: Mon, 23 Jun 1997 19:06:20 -0400 
Subject: Re: Texas?!?! 
Newsgroups: october.hero 
X-Listname: Hero 
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To: champ-l@omg.org 
 
 
 
herolist wrote: 
>  
> And lastly....... HEY! I'm from Texas!!  
 
You have our symphony. No wait, that's not quite right... 
 
> LOL....... Why are the Nutjobs 
> always from Texas?  
 
Maybe 'cause you guys actually named a town Waco.  
(Keep telling us it's pronounced Way-ko. Yeah, right.) 
 
> Aren't there any fanatically religous types in the 
> rest of the country? 
 
Yup. Try any state starting with the letters A through Z, among others. 
 
> ..... How come you never hear about the 
> Biblethumpers in Idaho? ;) 
 
I can only assume you haven't been paying attention. 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: "Richard D. Bergstresser Jr." <richberg@erols.com> 
Date: Mon, 23 Jun 1997 19:07:40 -0400 
Subject: Re: Texas?!?! 
Newsgroups: october.hero 
X-Listname: Hero 
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To: champ-l@omg.org 
 
 
 
herolist wrote: 
>  
> From: Michael Surbrook <susano@access.digex.net> 
> Cc: champ-l@omg.org 
> Subject: Re: Texas?!?! 
> To: champ-l@omg.org 
>  
> On Mon, 23 Jun 1997, Jerry & Jamie Nealis wrote: 
>  
> > And lastly....... HEY! I'm from Texas!! LOL....... Why are the Nutjobs 
> > always from Texas? Aren't there any fanatically religous types in the 
> > rest of the country?..... How come you never hear about the 
> > Biblethumpers in Idaho? ;) 
>  
> Because *no one* really lives in Idaho, an anyone who does wouldn't admit 
> it!  It's like admitting you live in Cleveland (or that you're a 
> Washington Bull--- Wizards fan). 
 
What, you don't like Bull-Wizards? Which edition stats are you using? 
 
Date: Mon, 23 Jun 1997 20:38:20 -0400 (EDT) 
From: William K Bushway <wbushway@osf1.gmu.edu> 
Reply-To: William K Bushway <wbushway@osf1.gmu.edu> 
Cc: champ-l@omg.org 
Subject: Re: A scenario idea <Longish> 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
	I thought I'd combine Curtis's (Mhoram) scenario ideas with some 
of Jerry's (Puzzleboy) names; 
 
> Something I've toyed with doing but have never done (yet). Introduce 
> this kind of extremist group, the kind that embodies the worst of the 
> perceptions of Christians and Christian groups, and let them run 
> rampant over things (as described above). 
 
	But, never forget that they are people, too: they haven't truly 
been brainwashed (no matter what some people may say).  They have as much  
right as anyone to choose what they'll believe. Smart PC's will confront 
these type of characters with the implicit contradictions between their 
beliefs and their actions.  If played correctly, this scenario can make 
for some very philosophical role-playing. 
 
	Without further ado, here's an example of what I think of as a 
"realistic extremist."  (Ideas stolen from: Marvel's Punisher and Paladin 
characters, and Samuel Jackson's character in "Pulp Fiction") 
 
Paladin ("Have Bible, Will Travel"); 
	Paladin spent much of his life earning a feared rep as a mercenary 
and hitman.  That is, until his mid-life crisis.  After a particularly bad 
gig, where he was forced to kill a number of innocent people, Paladin put 
away his gun, picked up a bible, and began to "walk the earth"; travelling 
the country, using his skills to help people in need.  Eventually, he 
settled down, got married, and became a preacher.  His idyllic life was 
shattered when his wife and young child were killed by some DEMON 
cultists.  He prayed for an answer, and he believes he recieved one. 
	Paladin is a man in his late 40's.  He believes that God himself 
has transformed him into his instrument of divine retribution.  He now 
"walks the earth" again, this time using his guns and considerable 
mercenary skills to carry out "God's divine will."  He can be found in any 
campaign city, performing acts of terrorism for local christian extremist 
groups (i.e., bombing abortion clinics or gay bars).  He believes he is 
totally in the right, and if confronted, can usually justify his actions 
with at least three biblical quotes. 
	Unfortunately, Paladin is not easily labeled: he is not evil 
(though he has done evil deeds).  He is convinced that what he is doing is 
"for the good of God's children."  If confronted with the true source of 
his convictions (the death of his wife and child), he may very well snap. 
His beliefs are all that have allowed him to survive his grief: without 
them, he will be lost. 
 
> After a rivalry between them and PCs are established, introduce a new 
> group, also with Christian/Religous overtones, but these are all the 
> "softer" side. A healer, a philospher Martial Artist who found his 
> truth in the Bible, maybe an angel (if that is a feature of your 
> campaign), a paranormal priest. The kind of people who believe in a lot 
> of the attitudes that the other 'Christian' team does, but only if 
> those values are chosen, not forced. This attitude (IE not forcing your 
> views, "however right they may be", onto someone else) brings them into 
> conflict with the first team, and the PCs are (somehow) caught in the 
> middle. 
 
	I've done the same thing IMC with Disciple (a character mentioned 
in the writeup of Angstrom in Champions Presents #1).  They say that 
basically he's Defender with a religious theme.  That wasn't much a help 
for me, so I kept the name and threw out the rest.  (Ideas stolen from: 
Batman comics, almost any of those Kickboxer/Street Fighter movies, 
Ozymandias from The Watchmen, and the Confessor from Astro City) 
 
Disciple ("Snatch the wafer from my hand, my son."); 
	When Disciple was very young, his father was killed while 
competing in the Valhalla Mountain tournament.  He spent much of his 
adolencence seeking the greatest instructors, so that one day he could 
enter the tournament and gain his revenge.  As he surpassed his 
instructors, he moved on, seeking greater masters so he could continue his 
training.  Soon he was spending more time looking for teachers than 
actually learning, and he had become master of multiple fighting styles. 
	As part of his education, Disciple would spend a lot of time 
reading about great warriors throughout history.  After much study, he 
noticed certain similarities in the myths of several nations: stories of a 
great warrior and philospher who had earned immortality by defeating a 
horrible monster.  He traced these myths, following them from their point 
of origin somewhere in Europe, across Asia, to South America.  From there, 
the tale blended with history.  Spanish missionaries reported converting a 
wizend old man, and re-christening him Peter. 
	Disciple traced Peter to America, where he moved in the 20's.  He 
finally tracked the warrior to New York, where he was known as St.Peter, a 
crazy fanatical bum.  Disciple took him in, and now he serves as his 
teacher. 
	Of course, Disciple really has no proof that St.Peter is who he 
thinks he is.  Many of the exercises St.Peter puts him through (such as  
Make Me Breakfast, and Do My Laundry) seem ridiculous.  St.Peter also 
makes Disciple study the bible, and makes him go into the street to help 
unfortunates.  However, Disciple is still eager to learn, and has made 
St.Peter's belief's his own. 
	The Disciple now acts as a costumed crimefighter with a religious 
theme.  He's good samaritan, protector of the weak, and christian soldier 
all rolled into one.  He's very competitive, and this carries over into 
his secualr life.  He's perfectly willing spar while debating philosphy.  
 
	          William K. Bushway, wbushway@osf1.gmu.edu 
	          http://Mason.GMU.edu/~wbushway/index.html 
	   "I'm betting that I'm just abnormal enough to survive." 
		    -The Tick, The Tick Vs.The Breadmaster 
 
 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: An Odd one........ 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 23 Jun 1997 21:17:02 -0400 
Lines: 52 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "J&JN" == Jerry & Jamie Nealis <jnealis@OnRamp.NET> writes: 
 
J&JN> As the only person in my gaming group with any artistic ability I get 
J&JN> called on to do drawings of characters all the time. I rarely say no, 
J&JN> I like drawing. 
 
Good for you.  I stopped drawing a few years ago and as a result my 
technique has gone to crap, and I do not have the time now to relearn all 
that I have forgotten, and I truely regret it these days. 
 
[...] 
 
J&JN> Not to mention that the entire costume was totally impractical. 
 
Since when have superhero outfits been practical? :) 
 
[...] 
 
J&JN> How much of a limitation is Completely Colorblind? 
 
Realistically, it is not worth much because it is not that limiting.  Even 
"black and white" vision will have varying levels of grey, and with a 
little practice the combination of grey levels and luminescence can 
substitute for differentiation of "color".  Additionally, where it is 
critical that colors not be confused, like traffic signals, they are 
arranged in standard patterns, so that even if one cannot distinguish red 
from green -- the most common form of color blindness -- one can 
distinguish a "stop" light from a "go" light by the luminescence. 
 
Call it a 5 point disadvantage and hit him with it once in a blue moon. :) 
 
J&JN> And can a costume be bought as a physical limitation? 
 
Ummm... probably not.  It might be worth a Distinctive Feature, though. 
 
-----BEGIN PGP SIGNATURE----- 
Version: 2.6.3 
Charset: noconv 
 
iQCVAwUBM68gC56VRH7BJMxHAQHkEQQAgcPwLvUdLnkqRvxXv5sl6UcP6Uw1L8wO 
5om57jM2aufkeY4EtQmZcTPOkUg9GQ4lgbblORl/1tzvwpVe0RF8pKV+D9xVjvR+ 
La4Rz6t0bY/Hpgp6jRipeCMYTnRc/4N7os8TKLUPJnQlwGB7PNHBue7UWfa0wXT2 
VilbhXpOBbs= 
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--  
Rat <ratinox@peorth.gweep.net>    \ Happy Fun Ball contains a liquid core, 
PGP Key: at a key server near you! \ which, if exposed due to rupture, should 
                                    \ not be touched, inhaled, or looked at. 
 
Date: Mon, 23 Jun 1997 22:44:39 -0300 (ADT) 
From: Trevor Barrie <tbarrie@ibm.net> 
X-Sender: tbarrie@drollsden 
Subject: Re: Texas?!?! 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On Mon, 23 Jun 1997, Michael Surbrook wrote: 
 
> On Mon, 23 Jun 1997, Jerry & Jamie Nealis wrote: 
>  
> > And lastly....... HEY! I'm from Texas!! LOL....... Why are the Nutjobs 
> > always from Texas? Aren't there any fanatically religous types in the 
> > rest of the country?..... How come you never hear about the 
> > Biblethumpers in Idaho? ;) 
>  
> Because *no one* really lives in Idaho, 
 
Indeed they do not. This seems like a perfect opportunity to continue 
spreading the following important information, first provided by Alan 
Lustiger: 
 
     THE "STATE" OF IDAHO: THE CASE FOR OPEN DEBATE 
     ---------------------------------------------- 
 
If you would ask any schoolchild how many states there are in the 
United States, you will get the same answer: 50. Fifty states 
in the Union. It is simply an accepted "fact." If you would 
disagree with this supposed "fact," you would be branded insane 
or worse. 
 
However, mounting evidence shows that there are in fact only 49 
states in the US, and the "state" of Idaho is a baseless myth. 
 
We have been trying to distribute and publish this information 
for over *two years*, but our scholarship has not been given 
any respect. We have been censored, vilified, ridiculed and 
spat upon by the "traditional" geographers and historians, but 
WE WILL NOT BE SILENCED! 
 
All we ask is that the existence of the state of Idaho be debated, 
as every other historical and geographic "fact" can be debated. 
Time after time, our opponents have refused to debate us on the 
FACTS. This alone should tell you something about the people who 
support the "existence" of this "43rd state." 
 
Please read the following evidence VERY CAREFULLY, and you will be 
astonished at the veracity of our cause. 
 
THE POPULATION MYTH 
 
Do you know anybody from Idaho? Do you know anybody *who knows 
anybody* from Idaho? According to the 1990 "census," there are 
over one million (1,000,000, or 1 x 10^6) people living in 
Idaho. But if there are so many Idahoers, where are they? 
 
Some people have come forward and claimed that they were born 
and raised in "Idaho." But *every single person* who made this 
claim have been shown to be frauds and charlatans. These "Idahoan 
wannabes" are invariably inconsistent with each other about the 
size (in square miles or square kilometers) of "Idaho," about 
various town and village names, and even about the names 
of "Idaho's mighty rivers." 
 
THE SIZE FARCE 
 
According to traditional geographic sources (created entirely 
by people who believe in the existence of Idaho, and probably 
the Tooth Fairy, also) the "State" of Idaho is more than twice 
the size of Maine, Vermont, New Hampshire, Rhode Island, 
Connecticut and Massachusetts *combined.* Isn't it strange that 
a state with such vast land resources has so few people?  And 
even of you look at a map (created by the Idaho-centric 
cartographers) the "State" of "Idaho" is dwarfed by its much 
larger neighbor, Montana. 
 
SATELLITE EVIDENCE 
 
Recently declassified weather satellite information, showing 
the entire continental United States, shows absolutely *no 
evidence* that there is any state where "Idaho" is supposedly 
located. Noted experts in the field of interpreting these 
pictures unanimously agree that, from outer space, it is 
impossible to determine the borders of this elusive "state." 
Yet meteorologists and cartographers routinely overlay 
these satellite pictures with the outline of states that 
would seem to indicate Idaho's existence. 
 
PHOTOGRAPHIC "EVIDENCE" 
 
Many people, skeptical of the clear evidence that Idaho 
does not and never did exist, point to photographs that they've 
seen in encyclopedias and postcards seeming to show parts of the 
state of Idaho. 
 
It is important to note that a photograph without a caption 
is often meaningless. A picture of people in boats surrounded 
by mountains could have been taken in Colorado or Nevada, 
but when the holy *caption* says that this is a picture of 
the "Salmon River" in "Idaho," gullible readers tend to 
swallow this information whole *without any further examination.* 
 
We have examined literally hundreds of these "photographs," and 
the ones that are not outright fakes are all clearly taken in 
other parts of the nation. 
 
ASK THE JAPANESE 
 
It is well known that Americans are woefully ignorant about 
geography, which is one reason why it is so easy to fake an 
entire state here. Not surprisingly, most of the effort to 
create the illusion of Idaho has been expended in the USA. 
 
But if you would ask a typical Japanese or French schoolchild 
about what he/she knows about Idaho, you will usually get a 
blank stare. People who are much better at geography than 
Americans have never heard of this "great state." 
 
THE POTATO MYTH 
 
Any given supermarket in the United States has sacks of potatoes 
clearly marked "Idaho Potatoes." People make the assumption, that 
when they are buying these potatoes, that they were *grown* in 
the "state" of "Idaho." 
 
Actually, "Idaho" is a type of potato, just like "McIntosh" is 
a type of apple. The FACT is that *many* states have potato crops, 
as well as foreign countries, and potatoes that say "Idaho" on 
them are no more from Idaho than Baltimore Orioles all come 
from Maryland. 
 
SO, WHAT'S THERE? 
 
Nothing. THERE IS NOTHING THERE. We have been so brainwashed 
by the traditional mapmaking community to think that if Idaho 
doesn't exist, then there must be some sort of vacuum there 
instead. This is nonsense. 
 
The very shapes and positions of the states, and indeed of 
every nation on the planet, is only known through "information" 
provided by cartographers. It is akin to asking "if Santa's 
house isn't at the North Pole, then what's there instead?" 
 
THE CARTOGRAPHER CONSPIRACY 
 
The *only evidence* that there is a state called Idaho comes from 
maps. Everybody has maps, in almanacs, in encyclopedias, and 
on the walls of every elementary school classroom in America. 
 
Astonishingly, *over 99%* of all maps are created by *cartographers!* 
If any clearly defined set of people would control any other 
important industry to that degree, everybody would be up in arms 
about the undue influence given to a meager few. However, for 
some reason, Cartographers are immune to such criticism. Any 
mention about the Cartographer influence over the mapmaking 
industry (and, as a natural extension, OUR VERY THOUGHTS!) is 
dismissed as "lunacy." 
 
As an indication of how insidious is this influence, just think: 
have you ever questioned a map? Maps, being graphical objects, 
require much less effort to assimilate into our very psyches. 
Behavioral studies show that people can much more readily understand 
maps than printed descriptions of geographical areas; in fact, 
the images on maps tend to go directly into the subconsciousness 
of Man (Homo Sapiens) without the critical thinking that accompanies 
reading. In a very real way, Cartographers are the *real* Thought 
Police. 
 
But they do not work in a vacuum. There are much too few of them 
to do their real damage unaided. Mapmakers have conspired with the 
editors of almanacs and encyclopedias to create a fantastic illusion 
of space where there is none, people where there aren't any, and 
ski resorts where none exist. 
 
ONLY THE BEGINNING 
 
This is only the tip of the iceberg. We have much more material 
on this conspiracy, and we have yet to uncover one iota of evidence 
that Idaho has ever existed. All of the so-called "evidence" is 
a mixture of falsifications, coersions, lies and exaggerations. 
 
The Cartographers would like nothing better than to silence us. 
If you do not see any more postings on this subject, then you 
have clear evidence that their Conspiracy of Silence on Idaho 
has succeeded, and that Freedom of Speech has been curtailed by 
the Cartographical Thought Police. 
 
What can you do? All we ask is that you be open minded. Of course, 
you cannot trust any of the second-hand evidence that you would 
find in libraries, maps (!), airline schedules or street signs. 
All you can trust is what we have written here. We are confident 
that once you evaluate all of the valid evidence, you will be 
angered by this conspiracy, and motivated to do something about 
the scum who perpetated this hoax. 
 
 
X-Sender: wabbit@globaldialog.com (Unverified) 
Date: Mon, 23 Jun 1997 22:27:00 -0500 
From: Earl Kwallek <earl@thewarren.mil.wi.us> 
Subject: Re: A scenario idea, and a question 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
X-Status:  
X-UID: 1 
 
At 06:45 PM 6/23/97 -0400, Richard D. Bergstresser Jr. wrote: 
>>   Having been raised in a Fundamentalist Christian environment (Pentecostal 
>> Church) I can tell you with great authority that they would absolutely not 
>> have a superteam. Anyone with such powers would be considered "In League 
with 
>> the Devil"... sorry... 
> 
>What, like healing, and universal translator? "Our powers are gifts from God  
>and miracles. The enemies of society have powers that come from Satan." 
> 
 
  I've never seen anyone who claimed to have the "gift of healing", Damn 
near every pentecostal "Speaks in tongues", and only the Preachers are 
allowed to have the "Gift of interpretting tongues"... but then this is 
just my "I got better", cynical viewpoint on a particular religous group, 
feel free to ignore it... 
  Do NOT ignore these fringe religous groups however, they would like to 
take away your rights as an American citizen, and make you conform to thier 
brand of "right". 
 
From: Don McKinney <dmckinne@csci.csc.com> 
Subject: Re: A scenario idea, and a question 
Date: Tue, 24 Jun 1997 0:04:41 CDT 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-UID: 2 
 
> At 06:45 PM 6/23/97 -0400, Richard D. Bergstresser Jr. wrote: 
> >>   Having been raised in a Fundamentalist Christian environment (Pentecostal 
> >> Church) I can tell you with great authority that they would absolutely not 
> >> have a superteam. Anyone with such powers would be considered "In League 
> with 
> >> the Devil"... sorry... 
> > 
> >What, like healing, and universal translator? "Our powers are gifts from God  
> >and miracles. The enemies of society have powers that come from Satan." 
>  
>   I've never seen anyone who claimed to have the "gift of healing", Damn 
> near every pentecostal "Speaks in tongues", and only the Preachers are 
> allowed to have the "Gift of interpretting tongues"... but then this is 
> just my "I got better", cynical viewpoint on a particular religous group, 
> feel free to ignore it... 
>   Do NOT ignore these fringe religous groups however, they would like to 
> take away your rights as an American citizen, and make you conform to thier 
> brand of "right". 
 
As a practicing fundamentalist Christian, a member of an Assembly of God 
church, and from a long family tradition of "Pentecostal" ministers, and  
(before anyone doubts my credentials) trained as a lay minister (or  
exhorter, as the technical term goes), first: 
 
Most of this is bogus - you guys read way too many tabloids, or watch way 
too much 20/20.  More like "fringe of a fringe" - the only Pentecostal  
groups which match up with this perspective are the mountain snake-handers 
of Kentucky and Tenessee... Don't stereotype everything you don't understand. 
 
Second, recognize there seems to be as many so-called "Fundamentalist"  
groups out there as there are Protestant organizations...  For every church 
someone has seen in their home town, there's probably a "normal" fundamentalist 
denomination. So, a massive group of Fundamentalists might take over a  
Denny's on Sunday afternoon, but they aren't likely to take over the US 
government anytime soon. (They could unify against the reverse, though.) 
 
Third - would paranormals be accepted by such churches?  Probably in the 
same way normal churches would accept them - by splintering into several 
groups, one denouncing, one tolerant but silent, one accepting but silent, 
and one vocally accepting.  Let's see - Jerry Falwell is Southern Baptist, 
Jim Bakker was "Assemblies of God" (in fact, my father went to Bible College 
with him, says he was a great minister till he met that "witch") until they 
stripped him of his papers long before the scandal - his ministry was too 
outspoken and charismatic for them [oh, that's the great break in the  
Pentecostal movement - Pentecostals vs. Charismatics], and Jerry Swaggart 
was Assembly of God the whole way through, up until the Louisiana officers 
seized his ministry and dropped his papers for misconduct. 
 
Now, note that these three men were all different denominations - in fact, 
Mr. Falwell is technically Baptist with Holiness influence, not Pentecostal. 
 
Heh.  Anyway, knock it off and fight some drug lords or something, instead 
of picking on my faith, at least on the list. Or, if you really want to do 
this, ask someone the truth before you run a horrible sterotype... 
 
My grandfather would give birth to a calf before being lumped with a Baptist 
on any issue (for those who don't understand English, that's "have a cow"). 
 
 
Donald McKinney 
"Fundamentalist Pentecostal" Gaming Convention Chairman 
-- 
============================================================================ 
= Donald E. McKinney, Senior CM Specialist,           (217) 351-8250 x2365 =  
= Computer Sciences Corporation, Champaign, IL       dmckinne@csci.csc.com = 
= Winter War XXV Convention Chairman, Champaign, IL, February 6-8, 1998    = 
= dmckinne@prairienet.org or winterwar@prairienet.org       (217) 469-9917 =  
============================================================================ 
 
Date: Tue, 24 Jun 1997 02:03:26 -0500 
From: Jerry & Jamie Nealis <jnealis@OnRamp.NET> 
Reply-To: jnealis@OnRamp.NET 
Subject: Travesty (a little long) 
Errors-To: owner-champ-l@omg.org 
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X-Status:  
X-UID: 3 
 
OK here's a look at that Char I spoke of earlier.... 
 
While I'm thinking of it..... we decided to go with the 5pt PhysLim for 
totally colorblind.... 
 
Anyway----- 
 
Travesty is your basic "Peak of Human Abilty" Crimefighter....he uses a 
few gadgets like a StunPistol.... a swingline.... basic Batman stuff. 
 
Now we get to "The Costume" (shudder) 
 
the main suit is a body stocking (standard Superhero wear) that is 
Prison/ConstructionCone Orange (ok nothing too bad so far) 
 
the mask or cowl is a lovely Peagreen with dark purple stripes the eye 
lenses are bright primary blue (anybody feeling queezy?) and is tied at 
the back of the head.... the ties reaching all the way to the ground 
(tripping hazard & and easily grabbed) 
 
on top of this we have an oversized Swashbucklers hat in Yellow ochre 
with a neon pink band, the floppy brim of this hat extends out past the 
shoulders while the turquoise plume sticks straight up and is almost 3 
feet long (everyone OK?) 
 
the cape (made of shiney vinyl) is cream with deep red stripes on the 
interior and the exterior is navy with yellow stars (gag)... the cape 
does not rest on the shoulders but is tied around the neck with a round 
metal clasp over the throat...... this cloak is long enuff to put Spawn 
to shame.... unfortunately this one isn't alive let alone sentient 
(approx 15feet long and at least 9feet wide) 
 
the trunks, gloves and boots (also shiney vinyl) are pastel pink with 
straps and belts of varied colors (hypnotic isn't it?) the cuffs on the 
boots and gloves are so large that a small dog (Benji, Tbone, Spuds) 
could ride comfortably..... the boots are supposedd to be thigh high ans 
will some times stay there but ususally the fall down around the 
ankles.... the gloves have no set place of rest but make a nice flapping 
noise whenever a gesture is made 
 
finally we get to the Utilitybelt...... flat balck (he messed up trying 
to draw in some details) about the diameter of a hula-hoop this belt 
rests on the hip opposite the one for the pistol holster..... the other 
side  rests somewhere above the knee........ the hoster and accompyning 
belt are bright candyapple red.... the pistol is ivory.... this belt 
hangs in the same manor as the Utilitybelt.... the pistol has a cable 
that connects it to a small powerpack on the utility belt and a cable 
connecting it to a clasp around the right wrist..... the pistol is 
holstered on the leftside of the body 
 
oh yeah... the part of the face not covered by the mask is bubblegum 
pink  
 
I told you it was UGLY.... and the player wants to go with it now.... 
it's become part of the concept..... I've even agrred to draw this 
thing.... without changing anything just refining a crude work 
 
Now...... I see at least 1d6 of Unluck coming from this costume..... 
possibley some random damage...... but we did agree as a group to get 
some objective opinions and go with the consensus 
 
Well folks..... let me know what you think.... is there a set of 
limitations for this guys Dex and Running and such? 
 
Jerry aka 
Puzzleboy--FoxBat's Best Friend......... Join us, join us! 
 
Date: Tue, 24 Jun 1997 03:10:18 -0400 
X-Sender: nez@pop3.thepoint.net 
From: The Nez Master <nez@thepoint.net> 
Subject: re: A scenario idea, and a question 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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In my play group we have reservist characters, back up characters in case 
your regular character is unavailable. Well, since a few weren't being used, 
just to get the characters a bit more background, I ran a 'reserversist game.'.  
Two of the reservists the players had made were of interest to this thread. 
One was Hallelujah. She had all light based powers, and some healing, and 
believed herself to be an angel. Actually she was a mutation of sorts, but 
she didn't know that, and neither did anyone else. As an angel, she placed 
herself somewhat above morality, and as the two game series ran, the player 
realized she had created more of a villian than a hero. 
 
By odd coincidence, there was another player who had the same realization 
about his character. A gargoyle built into a catholic cathedrel, he was 
somehow given enlightenment, and learned the ways of the world by listening 
in at the church. Until very recently all his learnings were from church. 
The player, without putting it all together, had taken "Lives in a black and 
white world" and "Berserk at evil" as disads.  
 
During this 'reservist game they were to investigate a blackout in LA, that 
was apparently paranormal. During the blackout they saw some looters. The 
gargoyle (named AHHGG), went berserk. Before the majority of players were 
aware what was going on, both Ahhhg, and Glory had killed three looters. 
Before the game was over, both characters reached some agreements, and 
became a team. Due to the nature of the scenario, they took the existence of 
certain things as a sing from God that the age of technology was at an end, 
and that all electricity was to be destroyed. They formed Hallelugah and the 
Glory Warriors, dedicated to returning the world to the ways of God.  
        They are formidable villians, and both players agree there was no 
other logical outcome. 
Anyone interested in write ups of these characters, let me know. 
 
Date: 	Mon, 23 Jun 1997 22:19:59 -1000 
From: Richard Scott <rscott@hawaii.edu> 
X-Sender: rscott@uhunix4 
cc: champ-l@omg.org 
Subject: Re: Texas?!?! 
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Anyone that lives in Idaho, and is not from there, soon leaves. :) 
 
Richard Scott (rscott@hawaii.edu) 
--You were spectacular, Bob.  But not very effective. 
South Melbourne official when the legendary Bob Pratt failed to win 
South's 1934 best and fairest despite kicking a league record 150 goals. 
 
On Mon, 23 Jun 1997, Michael Surbrook wrote: 
 
> On Mon, 23 Jun 1997, Jerry & Jamie Nealis wrote: 
>  
> > And lastly....... HEY! I'm from Texas!! LOL....... Why are the Nutjobs 
> > always from Texas? Aren't there any fanatically religous types in the 
> > rest of the country?..... How come you never hear about the 
> > Biblethumpers in Idaho? ;) 
>  
> Because *no one* really lives in Idaho, an anyone who does wouldn't admit 
> it!  It's like admitting you live in Cleveland (or that you're a 
> Washington Bull--- Wizards fan). 
>  
> *************************************************************************** 
> * "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
> *               Michael Surbrook / susano@access.digex.net                *  
> *            Attacked Mystification Police / AD Police / ESWAT            * 
> * Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
> *************************************************************************** 
>  
>  
 
Date: 	Mon, 23 Jun 1997 22:20:30 -1000 
From: Richard Scott <rscott@hawaii.edu> 
X-Sender: rscott@uhunix4 
cc: champ-l@omg.org 
Subject: Re: Texas?!?! 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
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Oh, and Idaho has neonazis and Mormons.  That's enough, eh? 
 
Richard Scott (rscott@hawaii.edu) 
--You were spectacular, Bob.  But not very effective. 
South Melbourne official when the legendary Bob Pratt failed to win 
South's 1934 best and fairest despite kicking a league record 150 goals. 
 
On Mon, 23 Jun 1997, Michael Surbrook wrote: 
 
> On Mon, 23 Jun 1997, Jerry & Jamie Nealis wrote: 
>  
> > And lastly....... HEY! I'm from Texas!! LOL....... Why are the Nutjobs 
> > always from Texas? Aren't there any fanatically religous types in the 
> > rest of the country?..... How come you never hear about the 
> > Biblethumpers in Idaho? ;) 
>  
> Because *no one* really lives in Idaho, an anyone who does wouldn't admit 
> it!  It's like admitting you live in Cleveland (or that you're a 
> Washington Bull--- Wizards fan). 
>  
> *************************************************************************** 
> * "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
> *               Michael Surbrook / susano@access.digex.net                *  
> *            Attacked Mystification Police / AD Police / ESWAT            * 
> * Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
> *************************************************************************** 
>  
>  
 
Comments: Authenticated sender is <korthmat@pilot.msu.edu> 
From: "Matt Korth" <korthmat@cps.msu.edu> 
Organization: Organi[zs]ation?  Boy, do you have the wron 
Date: Tue, 24 Jun 1997 03:54:07 -0500 
Subject: Re: Travesty (a little long) 
Priority: normal 
Errors-To: owner-champ-l@omg.org 
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> I told you it was UGLY.... 
 
That you did... 
 
> Now...... I see at least 1d6 of Unluck coming from this costume..... 
> possibley some random damage...... but we did agree as a group to get 
> some objective opinions and go with the consensus 
>  
> Well folks..... let me know what you think.... is there a set of 
> limitations for this guys Dex and Running and such? 
 
How about advantages for when the villians fall all over themselves  
laughing?  Or when they stop to gape at the costume? :) 
 
--M 
 
 
-- 
korthmat@cps.msu.edu   http://www.cps.msu.edu/~korthmat 
*** People who send me UCE or UBE will be crucified. *** 
"Were you always this stupid--or did you take lessons?" 
"I took lessons!"     --_The Long Kiss Goodnight_ 
 
From: S McGinness <smcginn@csm.ex.ac.uk> 
Date: Tue, 24 Jun 97 09:05:07 GMT 
Subject: Re: A scenario idea, and a question 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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Don McKinney <dmckinne@com.csc.csci> 
>As a practicing fundamentalist Christian, a member of an Assembly of God 
>church, and from a long family tradition of "Pentecostal" ministers, and 
 
Hi Don, 
 
I may have been partly responsible for this as it was me who posted 
the actions of a group that I labelled fundamentally Christian. I 
am a practising Catholic and coming from the West of Scotland I have 
been discriminated against due to my religion. I am sensitive to 
these issues. honest! 
 
>Most of this is bogus - you guys read way too many tabloids, or watch way 
>too much 20/20.  More like "fringe of a fringe" - the only Pentecostal 
>groups which match up with this perspective are the mountain snake-handers 
>of Kentucky and Tenessee... Don't stereotype everything you don't understand. 
 
Unfortunately stereotyping and using the most easily identifiable 
characteristic of a very large group is a norm in media communications. 
It is often frustrating for people who have been placed in these groups 
but it _is_ useful for people writing in the paper, _and_ for GM's who 
want their players to pick up a lot of assumed information with as few 
words of intro as possible.... 
 
>Second, recognize there seems to be as many so-called "Fundamentalist" 
>groups out there as there are Protestant organizations...  For every church 
>someone has seen in their home town, there's probably a "normal" fundamentalist 
>denomination. So, a massive group of Fundamentalists might take over a 
>Denny's on Sunday afternoon, but they aren't likely to take over the US 
>government anytime soon. (They could unify against the reverse, though.) 
 
I think this is where the loose use of language comes in. I think that 
there is an implied "extreme" whenever the term fundamentalist Christian 
is used in game terms. If they aren't extreme then they wont actually be 
much fun as a villain group. just like most supervillains there must 
be something they take to the extreme. 
 
>Third - would paranormals be accepted by such churches?  Probably in the 
>same way normal churches would accept them - by splintering into several 
>groups, one denouncing, one tolerant but silent, one accepting but silent, 
>and one vocally accepting.  Let's see - Jerry Falwell is Southern Baptist, 
 
Well put. But if we are to see one of these groups in a supers game 
which of them do you think we'll see. The quiet ones will not be 
there, the vocally accepting will be part of the endgame, but the 
ones who shout out against the heroes are the ones that will provide 
the players with a challenge and so the ones the GM is most 
likely to highlight. 
 
>Heh.  Anyway, knock it off and fight some drug lords or something, instead 
>of picking on my faith, at least on the list. Or, if you really want to do 
>this, ask someone the truth before you run a horrible sterotype... 
 
And all drug dealers are similar? :-). You say drug baron and we all get 
a lump of information because of the stereotypes grown up around the 
phrase. I don't think most people are here to slag off any particular 
religion but I do think that stereotypes are useful, even when they 
are the abortion hating, contraception detesting, brainwashed Catholic 
sterotypes with nuns and priests in full flow!!! 
 
>Donald McKinney 
>"Fundamentalist Pentecostal" Gaming Convention Chairman 
 
And here is where you blast some of the conventions about Christians, 
the "they all hate gamers" convention anyway. I think it would be 
easier for us as Christians if some of our fellows did not run 
around trying to ban gaming!!! 
 
Anyway, I think you would have a good input to all of this stuff 
and your background should give you the ability to explore issues 
that are important to your faith. i do. 
 
 
Stephen 
 
Date: 	Mon, 23 Jun 1997 23:17:09 -1000 
From: Richard Scott <rscott@hawaii.edu> 
X-Sender: rscott@uhunix4 
cc: champ-l@omg.org 
Subject: re: A scenario idea, and a question 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
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There was a bunch of extremist nutso super types a bit like this in a 
later run of Elementals. 
 
Richard Scott (rscott@hawaii.edu) 
--You were spectacular, Bob.  But not very effective. 
South Melbourne official when the legendary Bob Pratt failed to win 
South's 1934 best and fairest despite kicking a league record 150 goals. 
 
Date: Tue, 24 Jun 1997 06:57:49 -0600 
From: Curtis Gibson <Mhoram@apeleon.net> 
Subject: Belief diversity in groups... 
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The thread(s) about the Christian adventure/groups has got me to 
thinking and wondering.... (scary thought there) 
 
What kind of Belief diversity do the groups that you play in/have played 
in have. And what kind of effect does that have on the group, the 
adventures and the adventure choices for the GM. 
 
I've played in many different dynamics, and have found that the more 
"basically similar" the outlook of the players, the greater the 
diversity of plots available. as an example: I have a tendancy to run 
philosophic/religous campaign worlds, and having a group that 'believes 
in a similar fashion' makes it easier for me to set up certain things 
and GOOD and EVIL.  
 
It also mean you have to work less hard not to step on someones toes. 8)  
 
Just wanted to throw the question out for debate (and would like to see 
it not devolve into a philoso-religous flame war).  
 
If anyone wants to discuss religious ideas over private E-mail I'd be 
happy to, but I figured to keep it off the list. 8) 
 
 
 
 
--  
-Mhoram 
Why is it a penny for your thoughts, but you have to put your 
 two cents in. Somebody's makin' a penny somewhere. -Stephen Wright 
Mhoram's Fantasy Hero Domain: 
http://apeleon.net/~mhoram/hero/FHsplash1.htm 
 
X-Sender: wabbit@globaldialog.com (Unverified) 
Date: Tue, 24 Jun 1997 08:31:07 -0500 
From: Earl Kwallek <earl@thewarren.mil.wi.us> 
Subject: Re: A scenario idea, and a question 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
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X-UID: 11 
 
At 12:04 AM 6/24/97 CDT, Don McKinney wrote: 
>> At 06:45 PM 6/23/97 -0400, Richard D. Bergstresser Jr. wrote: 
>> >>   Having been raised in a Fundamentalist Christian environment 
(Pentecostal 
>> >> Church) I can tell you with great authority that they would 
absolutely not 
>> >> have a superteam. Anyone with such powers would be considered "In League 
>> with 
>> >> the Devil"... sorry... 
>> > 
>> >What, like healing, and universal translator? "Our powers are gifts 
from God  
>> >and miracles. The enemies of society have powers that come from Satan." 
>>  
>>   I've never seen anyone who claimed to have the "gift of healing", Damn 
>> near every pentecostal "Speaks in tongues", and only the Preachers are 
>> allowed to have the "Gift of interpretting tongues"... but then this is 
>> just my "I got better", cynical viewpoint on a particular religous group, 
>> feel free to ignore it... 
>>   Do NOT ignore these fringe religous groups however, they would like to 
>> take away your rights as an American citizen, and make you conform to thier 
>> brand of "right". 
> 
>As a practicing fundamentalist Christian, a member of an Assembly of God 
>church, and from a long family tradition of "Pentecostal" ministers, and  
>(before anyone doubts my credentials) trained as a lay minister (or  
>exhorter, as the technical term goes), first: 
> 
>Most of this is bogus - you guys read way too many tabloids, or watch way 
>too much 20/20.  More like "fringe of a fringe" - the only Pentecostal  
>groups which match up with this perspective are the mountain snake-handers 
>of Kentucky and Tenessee... Don't stereotype everything you don't understand. 
 
   Bogus my behind! I was raised in this shit! 
   I'm not saying all of the "fundies" are this way, but all the one's 
   I'm familiar with are... 
 
> 
>Heh.  Anyway, knock it off and fight some drug lords or something, instead 
>of picking on my faith, at least on the list. Or, if you really want to do 
>this, ask someone the truth before you run a horrible sterotype... 
> 
 
   I'm sorry you feel that I am picking on your religion. In truth I 
support your right to be any religion you want - provided that you will 
grant me the same... 
 
 
Date: Tue, 24 Jun 1997 09:08:07 -0500 
From: Todd Hanson <badtodd@dacmail.net> 
Subject: Re: A scenario idea, and a question 
Errors-To: owner-champ-l@omg.org 
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Earl Kwallek wrote: 
> 
>    Bogus my behind! I was raised in this shit! 
>    I'm not saying all of the "fundies" are this way, but all the one's 
>    I'm familiar with are... 
>  
> > 
> >Heh.  Anyway, knock it off and fight some drug lords or something, instead 
> >of picking on my faith, at least on the list. Or, if you really want to do 
> >this, ask someone the truth before you run a horrible sterotype... 
> > 
>  
>    I'm sorry you feel that I am picking on your religion. In truth I 
> support your right to be any religion you want - provided that you will 
> grant me the same... 
 
Umm... guys?  I think you're taking this beyond the purposes of this 
list.  If you want to argue over religion please do it in email. 
 
My scenario wasn't designed to insult anybody's religious views - it was 
designed to be entertaining.  If the subject matter of the scenario 
bothers you, then don't use it, but please don't drag the list into 
(another) religious war. 
 
Todd 
 
 
--  
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 Todd Hanson                       Minnesota: Land of two seasons: 
 BadTodd@dacmail.net               winter is coming, winter is here. 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 
From: Don McKinney <dmckinne@csci.csc.com> 
Subject: Re: A scenario idea, and a question 
Date: Tue, 24 Jun 1997 9:28:55 CDT 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
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>    Bogus my behind! I was raised in this shit! 
>    I'm not saying all of the "fundies" are this way, but all the one's 
>    I'm familiar with are... 
 
Ok.  First, what Pentecostal denomination was your church a member of? 
Or, was it an independent church?  I've seen all sorts of "bible"  
interpretations in "independent" or "non-denominational" churches. 
Like the minister who was offended by my "New International Version" 
bible - I'll quote here, and this is definitely in support of your 
stereotype: 
 
"If the King James Version was good enough for Jesus, it's good enough 
for me..." 
 
Sigh.  I am always astounded at the uneducated ministers who do this stuff... 
 
>    I'm sorry you feel that I am picking on your religion. In truth I 
> support your right to be any religion you want - provided that you will 
> grant me the same... 
 
Oh, come on; I'll do some other "Christian" stereotypes: 
 
Methodist Man:		Slow and boring, normally gets beat because he uses 
			the same tactics over and over again. 
Presbyterian Lad:	Insists on taking a vote for the next combat move. 
Adventist Girl:		I'd save you, but if God wanted you saved, he'd do 
			it himself. 
Episcopal Woman:	That's right, even women are allowed to save people 
			now... 
 
et al... 
 
And about Fundamentalists seizing control of America - even if they did for 
just a moment, they would just start arguing over it.  No worries here 
(I've attended a National Association of Evangelical Churches conference,  
and trust me, it isn't happening...) 
 
 
DonM. 
-- 
============================================================================ 
= Donald E. McKinney, Senior CM Specialist,           (217) 351-8250 x2365 =  
= Computer Sciences Corporation, Champaign, IL       dmckinne@csci.csc.com = 
= Winter War XXV Convention Chairman, Champaign, IL, February 6-8, 1998    = 
= dmckinne@prairienet.org or winterwar@prairienet.org       (217) 469-9917 =  
============================================================================ 
 
X-Sender: ludator@207.40.36.2 
Date: Tue, 24 Jun 1997 09:30:25 -0500 
From: ludator@softfarm.com (Bryan Berggren) 
Subject: Re: Travesty (a little long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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X-UID: 13 
 
At 02:03 AM 6/24/97 -0500, Jerry & Jamie Nealis wrote: 
>OK here's a look at that Char I spoke of earlier.... 
 
(*suppressing nausea) Good lord, I'm sorry I asked. :] 
 
>the cape (made of shiney vinyl) is cream with deep red stripes on the 
>interior and the exterior is navy with yellow stars (gag)... the cape 
>does not rest on the shoulders but is tied around the neck with a round 
>metal clasp over the throat...... this cloak is long enuff to put Spawn 
>to shame.... unfortunately this one isn't alive let alone sentient 
 
Yes, because if it was, it would undoubtedly strangle him in defense of 
itself and the world. ;] 
 
-- 
Vox 25:17, Patron Saint of Gadflies 
+-----------------------------------------------------------------+ 
| Files corrupt; absolute files corrupt absolutely.               | 
+-----------------------------------------------------------------+ 
   Visit the SoapVox at http://www.io.com/~angilas/soapvox.html 
 
From: Don McKinney <dmckinne@csci.csc.com> 
Subject: Re: A scenario idea, and a question 
Date: Tue, 24 Jun 1997 9:32:01 CDT 
Cc: champ-l@omg.org 
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X-UID: 15 
 
> My scenario wasn't designed to insult anybody's religious views - it was 
> designed to be entertaining.  If the subject matter of the scenario 
> bothers you, then don't use it, but please don't drag the list into 
> (another) religious war. 
 
Crusade, crusade...  Besides, we Fundamentalists are supposed to make a  
lot of noise and be obnoxious, apparently.   
 
Honestly, though.  As a GM, I've had Mormons, Presbyterians, Baptists, 
Pentecostals, Catholics, Muslims, Jews, Pagans, Wiccans and EVEN one 
declared Budist (he worshipped "Bud", apparently).  Needless to say, I 
avoid religious plotlines, except I've had bad guys hold a Mormon conference 
hostage once... 
 
 
DonM. 
-- 
============================================================================ 
= Donald E. McKinney, Senior CM Specialist,           (217) 351-8250 x2365 =  
= Computer Sciences Corporation, Champaign, IL       dmckinne@csci.csc.com = 
= Winter War XXV Convention Chairman, Champaign, IL, February 6-8, 1998    = 
= dmckinne@prairienet.org or winterwar@prairienet.org       (217) 469-9917 =  
============================================================================ 
 
From: Dave Mattingly <DaveM@FocusSoft.com> 
Subject: Frictionless 
Date: Tue, 24 Jun 1997 10:50:51 -0400 
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In the superspeed discussion, the point was brought up that someone who 
runs fast and is able to avoid obstacles doesn't necessarily have to 
have super reaction speeds. A frictionless character could slip through 
the air with no resistance, and slide around obstacles. 
 
I'm looking for suggestions for other powers for a frictionless 
character. 
 
I can come up with movement (running, leaping) and defense (extra DCV, 
deflection, STR versus entangles & grabs, etc.) powers, but I would 
appreciate ideas for an appropriate attack.  
 
Move throughs and move bys would just slide off the target. 
 
Thrown small objects would start out very fast, since the character's 
arm and clenched fist ignores friction, but as soon as the object left 
the hand, friction would enter the picture again. This would be a 
reduced by range EB. 
 
Are there any other good ideas for frictionless powers? 
 
 
Dave Mattingly 
 
Subject: Re: Texas?!?! 
Date: Tue, 24 Jun 97 11:36:54 -0400 
x-sender: DFair@pop.worldweb.net 
From: "David A. Fair" <DFair@sdslink.com> 
cc: <champ-l@omg.org> 
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On 06/23/1997 06:51 PM, Michael Surbrook (susano@access.digex.net) Said: 
 
>Because *no one* really lives in Idaho, an anyone who does wouldn't admit 
>it!  It's like admitting you live in Cleveland (or that you're a 
>Washington Bull--- Wizards fan). 
 
This is getting cruel, i mean, our Wizards haven't even played ONE game  
as th Wizards, and local media is already saying the uniforms suck, and  
now this. 
 
What's a red-blooded Washington sports fan to do? 
 
  .oooO        | 
  (   ) Oooo.  | David A. Fair 
   \ (  (   )  | SDS International 
    \_)  ) /   | dfair@sdslink.com 
        (_/    | 
 
From: S McGinness <smcginn@csm.ex.ac.uk> 
Date: Tue, 24 Jun 97 15:40:49 GMT 
Subject: Re: Belief diversity in group 
Errors-To: owner-champ-l@omg.org 
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X-UID: 16 
 
 
Curtis Gibson <Mhoram@net.apeleon> 
>philosophic/religous campaign worlds, and having a group that 'believes 
>in a similar fashion' makes it easier for me to set up certain things 
>and GOOD and EVIL. 
 
This is along the lines of what I was saying before. We tend to use 
words that will convey a whole range of images and suppositions. The 
use of the words may no longer be strictly accurate but they are often 
very useful. They work best when everyone is of the same mindset. 
 
>It also mean you have to work less hard not to step on someones toes. 8) 
 
Exactly! 
 
>Just wanted to throw the question out for debate (and would like to see 
>it not devolve into a philoso-religous flame war). 
 
That sort of thing _never_ happens on this list! :-) 
 
>-Mhoram 
 
 
Stephen 
 
From: Don McKinney <dmckinne@csci.csc.com> 
Subject: Re: Belief diversity in group 
Date: Tue, 24 Jun 1997 10:46:26 CDT 
Cc: champ-l@omg.org 
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> >philosophic/religous campaign worlds, and having a group that 'believes 
> >in a similar fashion' makes it easier for me to set up certain things 
> >and GOOD and EVIL. 
>  
> This is along the lines of what I was saying before. We tend to use 
> words that will convey a whole range of images and suppositions. The 
> use of the words may no longer be strictly accurate but they are often 
> very useful. They work best when everyone is of the same mindset. 
 
Remember that many religious view certain things as always EVIL - wanton 
destruction of society and mass death, for example; often, discri